3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 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"};
275 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"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 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)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 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)"};
298 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"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 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"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 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)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
321 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
322 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
323 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
324 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
325 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
326 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
327 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
328 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
329 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
330 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
331 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
332 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
333 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
334 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
336 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
337 #define ATTENTABLESIZE 256
338 // 1D gradient, 2D circle and 3D sphere attenuation textures
339 #define ATTEN1DSIZE 32
340 #define ATTEN2DSIZE 64
341 #define ATTEN3DSIZE 32
343 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
344 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
345 static float r_shadow_attentable[ATTENTABLESIZE+1];
347 rtlight_t *r_shadow_compilingrtlight;
348 static memexpandablearray_t r_shadow_worldlightsarray;
349 dlight_t *r_shadow_selectedlight;
350 dlight_t r_shadow_bufferlight;
351 vec3_t r_editlights_cursorlocation;
352 qboolean r_editlights_lockcursor;
354 extern int con_vislines;
356 void R_Shadow_UncompileWorldLights(void);
357 void R_Shadow_ClearWorldLights(void);
358 void R_Shadow_SaveWorldLights(void);
359 void R_Shadow_LoadWorldLights(void);
360 void R_Shadow_LoadLightsFile(void);
361 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
362 void R_Shadow_EditLights_Reload_f(void);
363 void R_Shadow_ValidateCvars(void);
364 static void R_Shadow_MakeTextures(void);
366 #define EDLIGHTSPRSIZE 8
367 skinframe_t *r_editlights_sprcursor;
368 skinframe_t *r_editlights_sprlight;
369 skinframe_t *r_editlights_sprnoshadowlight;
370 skinframe_t *r_editlights_sprcubemaplight;
371 skinframe_t *r_editlights_sprcubemapnoshadowlight;
372 skinframe_t *r_editlights_sprselection;
374 void R_Shadow_SetShadowMode(void)
376 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
377 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
378 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
379 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
380 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
381 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
382 r_shadow_shadowmaplod = -1;
383 r_shadow_shadowmapsize = 0;
384 r_shadow_shadowmapsampler = false;
385 r_shadow_shadowmappcf = 0;
386 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
387 switch(vid.renderpath)
389 case RENDERPATH_GL20:
390 case RENDERPATH_CGGL:
391 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
393 if(r_shadow_shadowmapfilterquality < 0)
395 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
396 r_shadow_shadowmappcf = 1;
397 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
399 r_shadow_shadowmapsampler = vid.support.arb_shadow;
400 r_shadow_shadowmappcf = 1;
402 else if(strstr(gl_vendor, "ATI"))
403 r_shadow_shadowmappcf = 1;
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 switch (r_shadow_shadowmapfilterquality)
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 r_shadow_shadowmappcf = 1;
419 r_shadow_shadowmappcf = 1;
422 r_shadow_shadowmappcf = 2;
426 switch (r_shadow_shadowmaptexturetype)
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
435 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
438 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440 else if(vid.support.arb_texture_rectangle)
441 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
446 // Cg has very little choice in depth texture sampling
449 r_shadow_shadowmapsampler = false;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454 case RENDERPATH_GL13:
456 case RENDERPATH_GL11:
461 qboolean R_Shadow_ShadowMappingEnabled(void)
463 switch (r_shadow_shadowmode)
465 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
466 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
467 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
474 void R_Shadow_FreeShadowMaps(void)
478 R_Shadow_SetShadowMode();
480 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
485 if (r_shadow_fborectangle)
486 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
487 r_shadow_fborectangle = 0;
490 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
492 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
493 if (r_shadow_fbocubeside[i])
494 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
495 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
497 if (r_shadow_shadowmaprectangletexture)
498 R_FreeTexture(r_shadow_shadowmaprectangletexture);
499 r_shadow_shadowmaprectangletexture = NULL;
501 if (r_shadow_shadowmap2dtexture)
502 R_FreeTexture(r_shadow_shadowmap2dtexture);
503 r_shadow_shadowmap2dtexture = NULL;
505 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
506 if (r_shadow_shadowmapcubetexture[i])
507 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
508 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
510 if (r_shadow_shadowmapvsdcttexture)
511 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
512 r_shadow_shadowmapvsdcttexture = NULL;
517 void r_shadow_start(void)
519 // allocate vertex processing arrays
520 r_shadow_attenuationgradienttexture = NULL;
521 r_shadow_attenuation2dtexture = NULL;
522 r_shadow_attenuation3dtexture = NULL;
523 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
524 r_shadow_shadowmaprectangletexture = NULL;
525 r_shadow_shadowmap2dtexture = NULL;
526 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
527 r_shadow_shadowmapvsdcttexture = NULL;
528 r_shadow_shadowmapmaxsize = 0;
529 r_shadow_shadowmapsize = 0;
530 r_shadow_shadowmaplod = 0;
531 r_shadow_shadowmapfilterquality = -1;
532 r_shadow_shadowmaptexturetype = -1;
533 r_shadow_shadowmapdepthbits = 0;
534 r_shadow_shadowmapvsdct = false;
535 r_shadow_shadowmapsampler = false;
536 r_shadow_shadowmappcf = 0;
537 r_shadow_fborectangle = 0;
539 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
541 R_Shadow_FreeShadowMaps();
543 r_shadow_texturepool = NULL;
544 r_shadow_filters_texturepool = NULL;
545 R_Shadow_ValidateCvars();
546 R_Shadow_MakeTextures();
547 maxshadowtriangles = 0;
548 shadowelements = NULL;
549 maxshadowvertices = 0;
550 shadowvertex3f = NULL;
558 shadowmarklist = NULL;
563 shadowsideslist = NULL;
564 r_shadow_buffer_numleafpvsbytes = 0;
565 r_shadow_buffer_visitingleafpvs = NULL;
566 r_shadow_buffer_leafpvs = NULL;
567 r_shadow_buffer_leaflist = NULL;
568 r_shadow_buffer_numsurfacepvsbytes = 0;
569 r_shadow_buffer_surfacepvs = NULL;
570 r_shadow_buffer_surfacelist = NULL;
571 r_shadow_buffer_surfacesides = NULL;
572 r_shadow_buffer_numshadowtrispvsbytes = 0;
573 r_shadow_buffer_shadowtrispvs = NULL;
574 r_shadow_buffer_numlighttrispvsbytes = 0;
575 r_shadow_buffer_lighttrispvs = NULL;
577 r_shadow_usingdeferredprepass = false;
578 r_shadow_prepass_width = r_shadow_prepass_height = 0;
581 static void R_Shadow_FreeDeferred(void);
582 void r_shadow_shutdown(void)
585 R_Shadow_UncompileWorldLights();
587 R_Shadow_FreeShadowMaps();
589 r_shadow_usingdeferredprepass = false;
590 if (r_shadow_prepass_width)
591 R_Shadow_FreeDeferred();
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 r_shadow_attenuationgradienttexture = NULL;
596 r_shadow_attenuation2dtexture = NULL;
597 r_shadow_attenuation3dtexture = NULL;
598 R_FreeTexturePool(&r_shadow_texturepool);
599 R_FreeTexturePool(&r_shadow_filters_texturepool);
600 maxshadowtriangles = 0;
602 Mem_Free(shadowelements);
603 shadowelements = NULL;
605 Mem_Free(shadowvertex3f);
606 shadowvertex3f = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
627 Mem_Free(shadowsides);
630 Mem_Free(shadowsideslist);
631 shadowsideslist = NULL;
632 r_shadow_buffer_numleafpvsbytes = 0;
633 if (r_shadow_buffer_visitingleafpvs)
634 Mem_Free(r_shadow_buffer_visitingleafpvs);
635 r_shadow_buffer_visitingleafpvs = NULL;
636 if (r_shadow_buffer_leafpvs)
637 Mem_Free(r_shadow_buffer_leafpvs);
638 r_shadow_buffer_leafpvs = NULL;
639 if (r_shadow_buffer_leaflist)
640 Mem_Free(r_shadow_buffer_leaflist);
641 r_shadow_buffer_leaflist = NULL;
642 r_shadow_buffer_numsurfacepvsbytes = 0;
643 if (r_shadow_buffer_surfacepvs)
644 Mem_Free(r_shadow_buffer_surfacepvs);
645 r_shadow_buffer_surfacepvs = NULL;
646 if (r_shadow_buffer_surfacelist)
647 Mem_Free(r_shadow_buffer_surfacelist);
648 r_shadow_buffer_surfacelist = NULL;
649 if (r_shadow_buffer_surfacesides)
650 Mem_Free(r_shadow_buffer_surfacesides);
651 r_shadow_buffer_surfacesides = NULL;
652 r_shadow_buffer_numshadowtrispvsbytes = 0;
653 if (r_shadow_buffer_shadowtrispvs)
654 Mem_Free(r_shadow_buffer_shadowtrispvs);
655 r_shadow_buffer_numlighttrispvsbytes = 0;
656 if (r_shadow_buffer_lighttrispvs)
657 Mem_Free(r_shadow_buffer_lighttrispvs);
660 void r_shadow_newmap(void)
662 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
663 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
664 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
665 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
666 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
667 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
668 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
669 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
670 R_Shadow_EditLights_Reload_f();
673 void R_Shadow_Init(void)
675 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
676 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
677 Cvar_RegisterVariable(&r_shadow_usenormalmap);
678 Cvar_RegisterVariable(&r_shadow_debuglight);
679 Cvar_RegisterVariable(&r_shadow_deferred);
680 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
681 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
682 Cvar_RegisterVariable(&r_shadow_gloss);
683 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
684 Cvar_RegisterVariable(&r_shadow_glossintensity);
685 Cvar_RegisterVariable(&r_shadow_glossexponent);
686 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
687 Cvar_RegisterVariable(&r_shadow_glossexact);
688 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
689 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
690 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
691 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
692 Cvar_RegisterVariable(&r_shadow_projectdistance);
693 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
694 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
695 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
696 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
698 Cvar_RegisterVariable(&r_shadow_realtime_world);
699 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
700 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
705 Cvar_RegisterVariable(&r_shadow_scissor);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
714 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
715 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
716 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
717 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
718 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
719 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
720 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
721 Cvar_RegisterVariable(&r_shadow_polygonfactor);
722 Cvar_RegisterVariable(&r_shadow_polygonoffset);
723 Cvar_RegisterVariable(&r_shadow_texture3d);
724 Cvar_RegisterVariable(&r_coronas);
725 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
726 Cvar_RegisterVariable(&r_coronas_occlusionquery);
727 Cvar_RegisterVariable(&gl_flashblend);
728 Cvar_RegisterVariable(&gl_ext_separatestencil);
729 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
730 if (gamemode == GAME_TENEBRAE)
732 Cvar_SetValue("r_shadow_gloss", 2);
733 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
735 R_Shadow_EditLights_Init();
736 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
737 maxshadowtriangles = 0;
738 shadowelements = NULL;
739 maxshadowvertices = 0;
740 shadowvertex3f = NULL;
748 shadowmarklist = NULL;
753 shadowsideslist = NULL;
754 r_shadow_buffer_numleafpvsbytes = 0;
755 r_shadow_buffer_visitingleafpvs = NULL;
756 r_shadow_buffer_leafpvs = NULL;
757 r_shadow_buffer_leaflist = NULL;
758 r_shadow_buffer_numsurfacepvsbytes = 0;
759 r_shadow_buffer_surfacepvs = NULL;
760 r_shadow_buffer_surfacelist = NULL;
761 r_shadow_buffer_surfacesides = NULL;
762 r_shadow_buffer_shadowtrispvs = NULL;
763 r_shadow_buffer_lighttrispvs = NULL;
764 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
767 matrix4x4_t matrix_attenuationxyz =
770 {0.5, 0.0, 0.0, 0.5},
771 {0.0, 0.5, 0.0, 0.5},
772 {0.0, 0.0, 0.5, 0.5},
777 matrix4x4_t matrix_attenuationz =
780 {0.0, 0.0, 0.5, 0.5},
781 {0.0, 0.0, 0.0, 0.5},
782 {0.0, 0.0, 0.0, 0.5},
787 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
789 numvertices = ((numvertices + 255) & ~255) * vertscale;
790 numtriangles = ((numtriangles + 255) & ~255) * triscale;
791 // make sure shadowelements is big enough for this volume
792 if (maxshadowtriangles < numtriangles)
794 maxshadowtriangles = numtriangles;
796 Mem_Free(shadowelements);
797 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
799 // make sure shadowvertex3f is big enough for this volume
800 if (maxshadowvertices < numvertices)
802 maxshadowvertices = numvertices;
804 Mem_Free(shadowvertex3f);
805 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
809 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
811 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
812 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
813 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
814 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
815 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
817 if (r_shadow_buffer_visitingleafpvs)
818 Mem_Free(r_shadow_buffer_visitingleafpvs);
819 if (r_shadow_buffer_leafpvs)
820 Mem_Free(r_shadow_buffer_leafpvs);
821 if (r_shadow_buffer_leaflist)
822 Mem_Free(r_shadow_buffer_leaflist);
823 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
824 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
825 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
826 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
828 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
830 if (r_shadow_buffer_surfacepvs)
831 Mem_Free(r_shadow_buffer_surfacepvs);
832 if (r_shadow_buffer_surfacelist)
833 Mem_Free(r_shadow_buffer_surfacelist);
834 if (r_shadow_buffer_surfacesides)
835 Mem_Free(r_shadow_buffer_surfacesides);
836 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
837 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
838 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
839 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
841 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
843 if (r_shadow_buffer_shadowtrispvs)
844 Mem_Free(r_shadow_buffer_shadowtrispvs);
845 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
846 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
848 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
850 if (r_shadow_buffer_lighttrispvs)
851 Mem_Free(r_shadow_buffer_lighttrispvs);
852 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
853 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
857 void R_Shadow_PrepareShadowMark(int numtris)
859 // make sure shadowmark is big enough for this volume
860 if (maxshadowmark < numtris)
862 maxshadowmark = numtris;
864 Mem_Free(shadowmark);
866 Mem_Free(shadowmarklist);
867 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
868 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
872 // if shadowmarkcount wrapped we clear the array and adjust accordingly
873 if (shadowmarkcount == 0)
876 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881 void R_Shadow_PrepareShadowSides(int numtris)
883 if (maxshadowsides < numtris)
885 maxshadowsides = numtris;
887 Mem_Free(shadowsides);
889 Mem_Free(shadowsideslist);
890 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
891 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
899 int outtriangles = 0, outvertices = 0;
902 float ratio, direction[3], projectvector[3];
904 if (projectdirection)
905 VectorScale(projectdirection, projectdistance, projectvector);
907 VectorClear(projectvector);
909 // create the vertices
910 if (projectdirection)
912 for (i = 0;i < numshadowmarktris;i++)
914 element = inelement3i + shadowmarktris[i] * 3;
915 for (j = 0;j < 3;j++)
917 if (vertexupdate[element[j]] != vertexupdatenum)
919 vertexupdate[element[j]] = vertexupdatenum;
920 vertexremap[element[j]] = outvertices;
921 vertex = invertex3f + element[j] * 3;
922 // project one copy of the vertex according to projectvector
923 VectorCopy(vertex, outvertex3f);
924 VectorAdd(vertex, projectvector, (outvertex3f + 3));
933 for (i = 0;i < numshadowmarktris;i++)
935 element = inelement3i + shadowmarktris[i] * 3;
936 for (j = 0;j < 3;j++)
938 if (vertexupdate[element[j]] != vertexupdatenum)
940 vertexupdate[element[j]] = vertexupdatenum;
941 vertexremap[element[j]] = outvertices;
942 vertex = invertex3f + element[j] * 3;
943 // project one copy of the vertex to the sphere radius of the light
944 // (FIXME: would projecting it to the light box be better?)
945 VectorSubtract(vertex, projectorigin, direction);
946 ratio = projectdistance / VectorLength(direction);
947 VectorCopy(vertex, outvertex3f);
948 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
956 if (r_shadow_frontsidecasting.integer)
958 for (i = 0;i < numshadowmarktris;i++)
960 int remappedelement[3];
962 const int *neighbortriangle;
964 markindex = shadowmarktris[i] * 3;
965 element = inelement3i + markindex;
966 neighbortriangle = inneighbor3i + markindex;
967 // output the front and back triangles
968 outelement3i[0] = vertexremap[element[0]];
969 outelement3i[1] = vertexremap[element[1]];
970 outelement3i[2] = vertexremap[element[2]];
971 outelement3i[3] = vertexremap[element[2]] + 1;
972 outelement3i[4] = vertexremap[element[1]] + 1;
973 outelement3i[5] = vertexremap[element[0]] + 1;
977 // output the sides (facing outward from this triangle)
978 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
980 remappedelement[0] = vertexremap[element[0]];
981 remappedelement[1] = vertexremap[element[1]];
982 outelement3i[0] = remappedelement[1];
983 outelement3i[1] = remappedelement[0];
984 outelement3i[2] = remappedelement[0] + 1;
985 outelement3i[3] = remappedelement[1];
986 outelement3i[4] = remappedelement[0] + 1;
987 outelement3i[5] = remappedelement[1] + 1;
992 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
994 remappedelement[1] = vertexremap[element[1]];
995 remappedelement[2] = vertexremap[element[2]];
996 outelement3i[0] = remappedelement[2];
997 outelement3i[1] = remappedelement[1];
998 outelement3i[2] = remappedelement[1] + 1;
999 outelement3i[3] = remappedelement[2];
1000 outelement3i[4] = remappedelement[1] + 1;
1001 outelement3i[5] = remappedelement[2] + 1;
1006 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1008 remappedelement[0] = vertexremap[element[0]];
1009 remappedelement[2] = vertexremap[element[2]];
1010 outelement3i[0] = remappedelement[0];
1011 outelement3i[1] = remappedelement[2];
1012 outelement3i[2] = remappedelement[2] + 1;
1013 outelement3i[3] = remappedelement[0];
1014 outelement3i[4] = remappedelement[2] + 1;
1015 outelement3i[5] = remappedelement[0] + 1;
1024 for (i = 0;i < numshadowmarktris;i++)
1026 int remappedelement[3];
1028 const int *neighbortriangle;
1030 markindex = shadowmarktris[i] * 3;
1031 element = inelement3i + markindex;
1032 neighbortriangle = inneighbor3i + markindex;
1033 // output the front and back triangles
1034 outelement3i[0] = vertexremap[element[2]];
1035 outelement3i[1] = vertexremap[element[1]];
1036 outelement3i[2] = vertexremap[element[0]];
1037 outelement3i[3] = vertexremap[element[0]] + 1;
1038 outelement3i[4] = vertexremap[element[1]] + 1;
1039 outelement3i[5] = vertexremap[element[2]] + 1;
1043 // output the sides (facing outward from this triangle)
1044 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1046 remappedelement[0] = vertexremap[element[0]];
1047 remappedelement[1] = vertexremap[element[1]];
1048 outelement3i[0] = remappedelement[0];
1049 outelement3i[1] = remappedelement[1];
1050 outelement3i[2] = remappedelement[1] + 1;
1051 outelement3i[3] = remappedelement[0];
1052 outelement3i[4] = remappedelement[1] + 1;
1053 outelement3i[5] = remappedelement[0] + 1;
1058 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1060 remappedelement[1] = vertexremap[element[1]];
1061 remappedelement[2] = vertexremap[element[2]];
1062 outelement3i[0] = remappedelement[1];
1063 outelement3i[1] = remappedelement[2];
1064 outelement3i[2] = remappedelement[2] + 1;
1065 outelement3i[3] = remappedelement[1];
1066 outelement3i[4] = remappedelement[2] + 1;
1067 outelement3i[5] = remappedelement[1] + 1;
1072 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1074 remappedelement[0] = vertexremap[element[0]];
1075 remappedelement[2] = vertexremap[element[2]];
1076 outelement3i[0] = remappedelement[2];
1077 outelement3i[1] = remappedelement[0];
1078 outelement3i[2] = remappedelement[0] + 1;
1079 outelement3i[3] = remappedelement[2];
1080 outelement3i[4] = remappedelement[0] + 1;
1081 outelement3i[5] = remappedelement[2] + 1;
1089 *outnumvertices = outvertices;
1090 return outtriangles;
1093 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1096 int outtriangles = 0, outvertices = 0;
1098 const float *vertex;
1099 float ratio, direction[3], projectvector[3];
1102 if (projectdirection)
1103 VectorScale(projectdirection, projectdistance, projectvector);
1105 VectorClear(projectvector);
1107 for (i = 0;i < numshadowmarktris;i++)
1109 int remappedelement[3];
1111 const int *neighbortriangle;
1113 markindex = shadowmarktris[i] * 3;
1114 neighbortriangle = inneighbor3i + markindex;
1115 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1116 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1117 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1118 if (side[0] + side[1] + side[2] == 0)
1122 element = inelement3i + markindex;
1124 // create the vertices
1125 for (j = 0;j < 3;j++)
1127 if (side[j] + side[j+1] == 0)
1130 if (vertexupdate[k] != vertexupdatenum)
1132 vertexupdate[k] = vertexupdatenum;
1133 vertexremap[k] = outvertices;
1134 vertex = invertex3f + k * 3;
1135 VectorCopy(vertex, outvertex3f);
1136 if (projectdirection)
1138 // project one copy of the vertex according to projectvector
1139 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1143 // project one copy of the vertex to the sphere radius of the light
1144 // (FIXME: would projecting it to the light box be better?)
1145 VectorSubtract(vertex, projectorigin, direction);
1146 ratio = projectdistance / VectorLength(direction);
1147 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1154 // output the sides (facing outward from this triangle)
1157 remappedelement[0] = vertexremap[element[0]];
1158 remappedelement[1] = vertexremap[element[1]];
1159 outelement3i[0] = remappedelement[1];
1160 outelement3i[1] = remappedelement[0];
1161 outelement3i[2] = remappedelement[0] + 1;
1162 outelement3i[3] = remappedelement[1];
1163 outelement3i[4] = remappedelement[0] + 1;
1164 outelement3i[5] = remappedelement[1] + 1;
1171 remappedelement[1] = vertexremap[element[1]];
1172 remappedelement[2] = vertexremap[element[2]];
1173 outelement3i[0] = remappedelement[2];
1174 outelement3i[1] = remappedelement[1];
1175 outelement3i[2] = remappedelement[1] + 1;
1176 outelement3i[3] = remappedelement[2];
1177 outelement3i[4] = remappedelement[1] + 1;
1178 outelement3i[5] = remappedelement[2] + 1;
1185 remappedelement[0] = vertexremap[element[0]];
1186 remappedelement[2] = vertexremap[element[2]];
1187 outelement3i[0] = remappedelement[0];
1188 outelement3i[1] = remappedelement[2];
1189 outelement3i[2] = remappedelement[2] + 1;
1190 outelement3i[3] = remappedelement[0];
1191 outelement3i[4] = remappedelement[2] + 1;
1192 outelement3i[5] = remappedelement[0] + 1;
1199 *outnumvertices = outvertices;
1200 return outtriangles;
1203 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1209 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1211 tend = firsttriangle + numtris;
1212 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1214 // surface box entirely inside light box, no box cull
1215 if (projectdirection)
1217 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1219 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1220 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1221 shadowmarklist[numshadowmark++] = t;
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1228 shadowmarklist[numshadowmark++] = t;
1233 // surface box not entirely inside light box, cull each triangle
1234 if (projectdirection)
1236 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1238 v[0] = invertex3f + e[0] * 3;
1239 v[1] = invertex3f + e[1] * 3;
1240 v[2] = invertex3f + e[2] * 3;
1241 TriangleNormal(v[0], v[1], v[2], normal);
1242 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1243 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1244 shadowmarklist[numshadowmark++] = t;
1249 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251 v[0] = invertex3f + e[0] * 3;
1252 v[1] = invertex3f + e[1] * 3;
1253 v[2] = invertex3f + e[2] * 3;
1254 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1255 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1256 shadowmarklist[numshadowmark++] = t;
1262 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1269 // check if the shadow volume intersects the near plane
1271 // a ray between the eye and light origin may intersect the caster,
1272 // indicating that the shadow may touch the eye location, however we must
1273 // test the near plane (a polygon), not merely the eye location, so it is
1274 // easiest to enlarge the caster bounding shape slightly for this.
1280 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1282 int i, tris, outverts;
1283 if (projectdistance < 0.1)
1285 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1288 if (!numverts || !nummarktris)
1290 // make sure shadowelements is big enough for this volume
1291 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1292 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1294 if (maxvertexupdate < numverts)
1296 maxvertexupdate = numverts;
1298 Mem_Free(vertexupdate);
1300 Mem_Free(vertexremap);
1301 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1302 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1303 vertexupdatenum = 0;
1306 if (vertexupdatenum == 0)
1308 vertexupdatenum = 1;
1309 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1310 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1313 for (i = 0;i < nummarktris;i++)
1314 shadowmark[marktris[i]] = shadowmarkcount;
1316 if (r_shadow_compilingrtlight)
1318 // if we're compiling an rtlight, capture the mesh
1319 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1320 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1324 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1326 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1328 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1332 // decide which type of shadow to generate and set stencil mode
1333 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1334 // generate the sides or a solid volume, depending on type
1335 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1336 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1338 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1339 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1340 r_refdef.stats.lights_shadowtriangles += tris;
1342 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1343 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1345 // increment stencil if frontface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_front);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1348 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1349 // decrement stencil if backface is infront of depthbuffer
1350 GL_CullFace(r_refdef.view.cullface_back);
1351 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1353 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1355 // decrement stencil if backface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_front);
1357 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1358 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1359 // increment stencil if frontface is behind depthbuffer
1360 GL_CullFace(r_refdef.view.cullface_back);
1361 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1363 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1368 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1370 // p1, p2, p3 are in the cubemap's local coordinate system
1371 // bias = border/(size - border)
1374 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1375 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1376 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1377 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1379 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1380 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1381 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1382 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1384 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1385 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1386 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1388 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1389 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1390 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1391 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1393 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1394 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1395 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1396 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1398 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1399 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1400 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1402 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1403 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1404 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1405 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1409 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1410 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1412 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1413 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1414 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1419 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1421 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1422 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425 VectorSubtract(maxs, mins, radius);
1426 VectorScale(radius, 0.5f, radius);
1427 VectorAdd(mins, radius, center);
1428 Matrix4x4_Transform(worldtolight, center, lightcenter);
1429 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1430 VectorSubtract(lightcenter, lightradius, pmin);
1431 VectorAdd(lightcenter, lightradius, pmax);
1433 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1435 if(ap1 > bias*an1 && ap2 > bias*an2)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1439 if(an1 > bias*ap1 && an2 > bias*ap2)
1441 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1442 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1444 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1445 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1446 if(ap1 > bias*an1 && ap2 > bias*an2)
1448 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1449 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1450 if(an1 > bias*ap1 && an2 > bias*ap2)
1452 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1453 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1455 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1456 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1457 if(ap1 > bias*an1 && ap2 > bias*an2)
1459 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1460 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1461 if(an1 > bias*ap1 && an2 > bias*ap2)
1463 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1464 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1469 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1471 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1473 // p is in the cubemap's local coordinate system
1474 // bias = border/(size - border)
1475 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1476 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1477 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1479 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1480 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1481 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1482 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1483 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1484 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1488 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1492 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1493 float scale = (size - 2*border)/size, len;
1494 float bias = border / (float)(size - border), dp, dn, ap, an;
1495 // check if cone enclosing side would cross frustum plane
1496 scale = 2 / (scale*scale + 2);
1497 for (i = 0;i < 5;i++)
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1502 len = scale*VectorLength2(n);
1503 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1507 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1509 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1510 len = scale*VectorLength(n);
1511 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1512 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1513 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1515 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1516 // check if frustum corners/origin cross plane sides
1518 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1519 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1520 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1521 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1522 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1523 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1524 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1525 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1526 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1527 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1528 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1529 for (i = 0;i < 4;i++)
1531 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1532 VectorSubtract(n, p, n);
1533 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1534 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1535 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1536 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1537 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1538 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1539 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1540 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1541 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544 // finite version, assumes corners are a finite distance from origin dependent on far plane
1545 for (i = 0;i < 5;i++)
1547 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1548 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1549 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1550 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1551 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1552 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1553 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1554 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1555 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1556 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1570 int mask, surfacemask = 0;
1571 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1573 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1574 tend = firsttriangle + numtris;
1575 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1577 // surface box entirely inside light box, no box cull
1578 if (projectdirection)
1580 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1582 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1583 TriangleNormal(v[0], v[1], v[2], normal);
1584 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1586 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1587 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1588 surfacemask |= mask;
1591 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1592 shadowsides[numshadowsides] = mask;
1593 shadowsideslist[numshadowsides++] = t;
1600 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1602 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1603 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1605 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1606 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1607 surfacemask |= mask;
1610 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1611 shadowsides[numshadowsides] = mask;
1612 shadowsideslist[numshadowsides++] = t;
1620 // surface box not entirely inside light box, cull each triangle
1621 if (projectdirection)
1623 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1625 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1626 TriangleNormal(v[0], v[1], v[2], normal);
1627 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1628 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1630 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1631 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1632 surfacemask |= mask;
1635 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1636 shadowsides[numshadowsides] = mask;
1637 shadowsideslist[numshadowsides++] = t;
1644 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1646 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1647 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1648 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1650 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1651 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1652 surfacemask |= mask;
1655 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1656 shadowsides[numshadowsides] = mask;
1657 shadowsideslist[numshadowsides++] = t;
1666 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1668 int i, j, outtriangles = 0;
1669 int *outelement3i[6];
1670 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1672 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1673 // make sure shadowelements is big enough for this mesh
1674 if (maxshadowtriangles < outtriangles)
1675 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1677 // compute the offset and size of the separate index lists for each cubemap side
1679 for (i = 0;i < 6;i++)
1681 outelement3i[i] = shadowelements + outtriangles * 3;
1682 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1683 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1684 outtriangles += sidetotals[i];
1687 // gather up the (sparse) triangles into separate index lists for each cubemap side
1688 for (i = 0;i < numsidetris;i++)
1690 const int *element = elements + sidetris[i] * 3;
1691 for (j = 0;j < 6;j++)
1693 if (sides[i] & (1 << j))
1695 outelement3i[j][0] = element[0];
1696 outelement3i[j][1] = element[1];
1697 outelement3i[j][2] = element[2];
1698 outelement3i[j] += 3;
1703 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 static void R_Shadow_MakeTextures_MakeCorona(void)
1710 unsigned char pixels[32][32][4];
1711 for (y = 0;y < 32;y++)
1713 dy = (y - 15.5f) * (1.0f / 16.0f);
1714 for (x = 0;x < 32;x++)
1716 dx = (x - 15.5f) * (1.0f / 16.0f);
1717 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1718 a = bound(0, a, 255);
1719 pixels[y][x][0] = a;
1720 pixels[y][x][1] = a;
1721 pixels[y][x][2] = a;
1722 pixels[y][x][3] = 255;
1725 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1730 float dist = sqrt(x*x+y*y+z*z);
1731 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1732 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1733 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 static void R_Shadow_MakeTextures(void)
1739 float intensity, dist;
1741 R_Shadow_FreeShadowMaps();
1742 R_FreeTexturePool(&r_shadow_texturepool);
1743 r_shadow_texturepool = R_AllocTexturePool();
1744 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1745 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1746 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1747 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1748 for (x = 0;x <= ATTENTABLESIZE;x++)
1750 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1751 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1752 r_shadow_attentable[x] = bound(0, intensity, 1);
1754 // 1D gradient texture
1755 for (x = 0;x < ATTEN1DSIZE;x++)
1756 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1757 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1758 // 2D circle texture
1759 for (y = 0;y < ATTEN2DSIZE;y++)
1760 for (x = 0;x < ATTEN2DSIZE;x++)
1761 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1762 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1763 // 3D sphere texture
1764 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1766 for (z = 0;z < ATTEN3DSIZE;z++)
1767 for (y = 0;y < ATTEN3DSIZE;y++)
1768 for (x = 0;x < ATTEN3DSIZE;x++)
1769 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1770 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1773 r_shadow_attenuation3dtexture = NULL;
1776 R_Shadow_MakeTextures_MakeCorona();
1778 // Editor light sprites
1779 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1796 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1797 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1814 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1815 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1832 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1833 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1850 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1851 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1868 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1869 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1886 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 void R_Shadow_ValidateCvars(void)
1891 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1892 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1893 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1894 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1895 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1896 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 void R_Shadow_RenderMode_Begin(void)
1905 R_Shadow_ValidateCvars();
1907 if (!r_shadow_attenuation2dtexture
1908 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1909 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1910 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1911 R_Shadow_MakeTextures();
1914 R_Mesh_ColorPointer(NULL, 0, 0);
1915 R_Mesh_ResetTextureState();
1916 GL_BlendFunc(GL_ONE, GL_ZERO);
1917 GL_DepthRange(0, 1);
1918 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920 GL_DepthMask(false);
1921 GL_Color(0, 0, 0, 1);
1922 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1929 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1934 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1938 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1939 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1942 switch(vid.renderpath)
1944 case RENDERPATH_GL20:
1945 case RENDERPATH_CGGL:
1946 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GL11:
1950 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1951 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1952 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1953 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1954 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1955 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1957 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1964 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1965 r_shadow_drawbuffer = drawbuffer;
1966 r_shadow_readbuffer = readbuffer;
1968 r_shadow_cullface_front = r_refdef.view.cullface_front;
1969 r_shadow_cullface_back = r_refdef.view.cullface_back;
1972 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1974 rsurface.rtlight = rtlight;
1977 void R_Shadow_RenderMode_Reset(void)
1980 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1982 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1984 if (vid.support.ext_framebuffer_object)
1986 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1989 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1990 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1992 R_SetViewport(&r_refdef.view.viewport);
1993 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1994 R_Mesh_ColorPointer(NULL, 0, 0);
1995 R_Mesh_ResetTextureState();
1996 GL_DepthRange(0, 1);
1998 GL_DepthMask(false);
1999 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2000 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2001 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2002 qglStencilMask(255);CHECKGLERROR
2003 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2004 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
2005 r_refdef.view.cullface_front = r_shadow_cullface_front;
2006 r_refdef.view.cullface_back = r_shadow_cullface_back;
2007 GL_CullFace(r_refdef.view.cullface_back);
2008 GL_Color(1, 1, 1, 1);
2009 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2010 GL_BlendFunc(GL_ONE, GL_ZERO);
2011 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2012 r_shadow_usingshadowmaprect = false;
2013 r_shadow_usingshadowmapcube = false;
2014 r_shadow_usingshadowmap2d = false;
2015 r_shadow_usingshadowmaportho = false;
2019 void R_Shadow_ClearStencil(void)
2022 GL_Clear(GL_STENCIL_BUFFER_BIT);
2023 r_refdef.stats.lights_clears++;
2026 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2028 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2029 if (r_shadow_rendermode == mode)
2032 R_Shadow_RenderMode_Reset();
2033 GL_ColorMask(0, 0, 0, 0);
2034 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2035 R_SetupShader_DepthOrShadow();
2036 qglDepthFunc(GL_LESS);CHECKGLERROR
2037 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2038 r_shadow_rendermode = mode;
2043 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2044 GL_CullFace(GL_NONE);
2045 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2046 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2048 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2049 GL_CullFace(GL_NONE);
2050 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2051 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2053 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2054 GL_CullFace(GL_NONE);
2055 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2056 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2057 qglStencilMask(255);CHECKGLERROR
2058 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2059 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2060 qglStencilMask(255);CHECKGLERROR
2061 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2063 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2064 GL_CullFace(GL_NONE);
2065 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2066 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2067 qglStencilMask(255);CHECKGLERROR
2068 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2069 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2070 qglStencilMask(255);CHECKGLERROR
2071 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2076 static void R_Shadow_MakeVSDCT(void)
2078 // maps to a 2x3 texture rectangle with normalized coordinates
2083 // stores abs(dir.xy), offset.xy/2.5
2084 unsigned char data[4*6] =
2086 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2099 switch (r_shadow_shadowmode)
2101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102 if (r_shadow_shadowmap2dtexture) return;
2103 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2105 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2106 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2108 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2109 if (r_shadow_shadowmaprectangletexture) return;
2110 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2111 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2112 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2113 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2115 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2116 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2117 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2118 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2119 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2120 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2125 // render depth into the fbo, do not render color at all
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2137 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 float nearclip, farclip, bias;
2140 r_viewport_t viewport;
2144 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2147 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2148 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2149 r_shadow_shadowmapside = side;
2150 r_shadow_shadowmapsize = size;
2151 switch (r_shadow_shadowmode)
2153 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2154 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2155 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2156 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2157 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159 // complex unrolled cube approach (more flexible)
2160 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2161 R_Shadow_MakeVSDCT();
2162 if (!r_shadow_shadowmap2dtexture)
2163 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2166 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2167 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2168 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2171 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2172 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2173 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2174 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2176 // complex unrolled cube approach (more flexible)
2177 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2178 R_Shadow_MakeVSDCT();
2179 if (!r_shadow_shadowmaprectangletexture)
2180 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2182 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2183 r_shadow_shadowmap_texturescale[0] = 1.0f;
2184 r_shadow_shadowmap_texturescale[1] = 1.0f;
2185 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2187 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2188 r_shadow_shadowmap_parameters[0] = 1.0f;
2189 r_shadow_shadowmap_parameters[2] = 1.0f;
2190 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2191 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2193 // simple cube approach
2194 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2195 R_Shadow_MakeShadowMap(side, size);
2197 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2198 r_shadow_shadowmap_texturescale[0] = 0.0f;
2199 r_shadow_shadowmap_texturescale[1] = 0.0f;
2200 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2206 R_Shadow_RenderMode_Reset();
2209 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2210 R_SetupShader_DepthOrShadow();
2214 R_SetupShader_ShowDepth();
2215 qglClearColor(1,1,1,1);CHECKGLERROR
2218 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2225 R_SetViewport(&viewport);
2226 switch (r_shadow_rendermode)
2228 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2229 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2230 flipped = (side & 1) ^ (side >> 2);
2231 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2232 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2233 GL_CullFace(r_refdef.view.cullface_back);
2234 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2236 // get tightest scissor rectangle that encloses all viewports in the clear mask
2237 int x1 = clear & 0x15 ? 0 : size;
2238 int x2 = clear & 0x2A ? 2 * size : size;
2239 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2240 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2241 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2242 GL_Clear(GL_DEPTH_BUFFER_BIT);
2244 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2246 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2247 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2248 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2250 GL_Clear(GL_DEPTH_BUFFER_BIT);
2258 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2262 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2263 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2264 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2265 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2268 R_Shadow_RenderMode_Reset();
2269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2272 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2276 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2277 // only draw light where this geometry was already rendered AND the
2278 // stencil is 128 (values other than this mean shadow)
2279 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2281 r_shadow_rendermode = r_shadow_lightingrendermode;
2282 // do global setup needed for the chosen lighting mode
2283 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2285 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2290 switch (r_shadow_shadowmode)
2292 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2293 r_shadow_usingshadowmap2d = true;
2295 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2296 r_shadow_usingshadowmaprect = true;
2298 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2299 r_shadow_usingshadowmapcube = true;
2305 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2309 static const unsigned short bboxelements[36] =
2319 static const float bboxpoints[8][3] =
2331 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2334 float vertex3f[8*3];
2335 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2337 R_Shadow_RenderMode_Reset();
2338 r_shadow_rendermode = r_shadow_lightingrendermode;
2339 // do global setup needed for the chosen lighting mode
2341 R_EntityMatrix(&identitymatrix);
2342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2345 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2346 // only draw light where this geometry was already rendered AND the
2347 // stencil is 128 (values other than this mean shadow)
2348 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2350 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2353 switch (r_shadow_shadowmode)
2355 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2356 r_shadow_usingshadowmap2d = true;
2358 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2359 r_shadow_usingshadowmaprect = true;
2361 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2362 r_shadow_usingshadowmapcube = true;
2369 // render the lighting
2370 R_SetupShader_DeferredLight(rsurface.rtlight);
2371 for (i = 0;i < 8;i++)
2372 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2374 R_Mesh_VertexPointer(vertex3f, 0, 0);
2375 R_Mesh_ColorPointer(NULL, 0, 0);
2376 GL_ColorMask(1,1,1,1);
2377 GL_DepthMask(false);
2378 GL_DepthRange(0, 1);
2379 GL_PolygonOffset(0, 0);
2381 qglDepthFunc(GL_GREATER);CHECKGLERROR
2382 GL_CullFace(r_refdef.view.cullface_back);
2383 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2387 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2390 R_Shadow_RenderMode_Reset();
2391 GL_BlendFunc(GL_ONE, GL_ONE);
2392 GL_DepthRange(0, 1);
2393 GL_DepthTest(r_showshadowvolumes.integer < 2);
2394 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2395 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2396 GL_CullFace(GL_NONE);
2397 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2400 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2403 R_Shadow_RenderMode_Reset();
2404 GL_BlendFunc(GL_ONE, GL_ONE);
2405 GL_DepthRange(0, 1);
2406 GL_DepthTest(r_showlighting.integer < 2);
2407 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2410 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2414 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2415 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2417 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2420 void R_Shadow_RenderMode_End(void)
2423 R_Shadow_RenderMode_Reset();
2424 R_Shadow_RenderMode_ActiveLight(NULL);
2426 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2427 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2430 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2432 if (!r_shadow_scissor.integer)
2434 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2435 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2436 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2437 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2441 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2443 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2444 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2445 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2446 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2447 r_refdef.stats.lights_scissored++;
2451 return true; // invisible
2454 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2456 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2457 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2458 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2459 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2460 switch (r_shadow_rendermode)
2462 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2463 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2464 if (VectorLength2(diffusecolor) > 0)
2466 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2468 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2469 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2470 if ((dot = DotProduct(n, v)) < 0)
2472 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2473 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2476 VectorCopy(ambientcolor, color4f);
2477 if (r_refdef.fogenabled)
2480 f = RSurf_FogVertex(vertex3f);
2481 VectorScale(color4f, f, color4f);
2488 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2490 VectorCopy(ambientcolor, color4f);
2491 if (r_refdef.fogenabled)
2494 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2495 f = RSurf_FogVertex(vertex3f);
2496 VectorScale(color4f, f, color4f);
2502 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2503 if (VectorLength2(diffusecolor) > 0)
2505 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2507 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2508 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2510 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2511 if ((dot = DotProduct(n, v)) < 0)
2513 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2514 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2515 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2516 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2520 color4f[0] = ambientcolor[0] * distintensity;
2521 color4f[1] = ambientcolor[1] * distintensity;
2522 color4f[2] = ambientcolor[2] * distintensity;
2524 if (r_refdef.fogenabled)
2527 f = RSurf_FogVertex(vertex3f);
2528 VectorScale(color4f, f, color4f);
2532 VectorClear(color4f);
2538 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2540 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2541 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2543 color4f[0] = ambientcolor[0] * distintensity;
2544 color4f[1] = ambientcolor[1] * distintensity;
2545 color4f[2] = ambientcolor[2] * distintensity;
2546 if (r_refdef.fogenabled)
2549 f = RSurf_FogVertex(vertex3f);
2550 VectorScale(color4f, f, color4f);
2554 VectorClear(color4f);
2559 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2560 if (VectorLength2(diffusecolor) > 0)
2562 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2564 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2565 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2567 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2568 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2569 if ((dot = DotProduct(n, v)) < 0)
2571 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2572 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2573 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2574 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2578 color4f[0] = ambientcolor[0] * distintensity;
2579 color4f[1] = ambientcolor[1] * distintensity;
2580 color4f[2] = ambientcolor[2] * distintensity;
2582 if (r_refdef.fogenabled)
2585 f = RSurf_FogVertex(vertex3f);
2586 VectorScale(color4f, f, color4f);
2590 VectorClear(color4f);
2596 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2598 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2599 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2601 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2602 color4f[0] = ambientcolor[0] * distintensity;
2603 color4f[1] = ambientcolor[1] * distintensity;
2604 color4f[2] = ambientcolor[2] * distintensity;
2605 if (r_refdef.fogenabled)
2608 f = RSurf_FogVertex(vertex3f);
2609 VectorScale(color4f, f, color4f);
2613 VectorClear(color4f);
2623 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2625 // used to display how many times a surface is lit for level design purposes
2626 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2629 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2631 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2632 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2635 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2637 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2640 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2644 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2651 int newnumtriangles;
2655 int maxtriangles = 4096;
2656 static int newelements[4096*3];
2657 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2658 for (renders = 0;renders < 4;renders++)
2663 newnumtriangles = 0;
2665 // due to low fillrate on the cards this vertex lighting path is
2666 // designed for, we manually cull all triangles that do not
2667 // contain a lit vertex
2668 // this builds batches of triangles from multiple surfaces and
2669 // renders them at once
2670 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2672 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2674 if (newnumtriangles)
2676 newfirstvertex = min(newfirstvertex, e[0]);
2677 newlastvertex = max(newlastvertex, e[0]);
2681 newfirstvertex = e[0];
2682 newlastvertex = e[0];
2684 newfirstvertex = min(newfirstvertex, e[1]);
2685 newlastvertex = max(newlastvertex, e[1]);
2686 newfirstvertex = min(newfirstvertex, e[2]);
2687 newlastvertex = max(newlastvertex, e[2]);
2693 if (newnumtriangles >= maxtriangles)
2695 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2696 newnumtriangles = 0;
2702 if (newnumtriangles >= 1)
2704 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2707 // if we couldn't find any lit triangles, exit early
2710 // now reduce the intensity for the next overbright pass
2711 // we have to clamp to 0 here incase the drivers have improper
2712 // handling of negative colors
2713 // (some old drivers even have improper handling of >1 color)
2715 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2717 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2719 c[0] = max(0, c[0] - 1);
2720 c[1] = max(0, c[1] - 1);
2721 c[2] = max(0, c[2] - 1);
2733 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2735 // OpenGL 1.1 path (anything)
2736 float ambientcolorbase[3], diffusecolorbase[3];
2737 float ambientcolorpants[3], diffusecolorpants[3];
2738 float ambientcolorshirt[3], diffusecolorshirt[3];
2739 const float *surfacecolor = rsurface.texture->dlightcolor;
2740 const float *surfacepants = rsurface.colormap_pantscolor;
2741 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2742 rtexture_t *basetexture = rsurface.texture->basetexture;
2743 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2744 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2745 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2746 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2747 ambientscale *= 2 * r_refdef.view.colorscale;
2748 diffusescale *= 2 * r_refdef.view.colorscale;
2749 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2750 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2751 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2752 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2753 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2754 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2755 R_Mesh_TexBind(0, basetexture);
2756 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2757 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2758 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2759 switch(r_shadow_rendermode)
2761 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2762 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2763 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2764 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2765 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2767 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2768 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2769 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2770 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2771 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2773 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2774 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2775 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2776 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2777 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2779 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2784 //R_Mesh_TexBind(0, basetexture);
2785 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2788 R_Mesh_TexBind(0, pantstexture);
2789 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2793 R_Mesh_TexBind(0, shirttexture);
2794 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2798 extern cvar_t gl_lightmaps;
2799 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2801 float ambientscale, diffusescale, specularscale;
2803 float lightcolor[3];
2804 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2805 ambientscale = rsurface.rtlight->ambientscale;
2806 diffusescale = rsurface.rtlight->diffusescale;
2807 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2808 if (!r_shadow_usenormalmap.integer)
2810 ambientscale += 1.0f * diffusescale;
2814 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2816 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2819 VectorNegate(lightcolor, lightcolor);
2820 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2822 RSurf_SetupDepthAndCulling();
2823 switch (r_shadow_rendermode)
2825 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2826 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2827 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2829 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2830 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2832 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2833 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2834 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2835 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2836 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2839 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2843 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2846 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2848 matrix4x4_t tempmatrix = *matrix;
2849 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2851 // if this light has been compiled before, free the associated data
2852 R_RTLight_Uncompile(rtlight);
2854 // clear it completely to avoid any lingering data
2855 memset(rtlight, 0, sizeof(*rtlight));
2857 // copy the properties
2858 rtlight->matrix_lighttoworld = tempmatrix;
2859 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2860 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2861 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2862 VectorCopy(color, rtlight->color);
2863 rtlight->cubemapname[0] = 0;
2864 if (cubemapname && cubemapname[0])
2865 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2866 rtlight->shadow = shadow;
2867 rtlight->corona = corona;
2868 rtlight->style = style;
2869 rtlight->isstatic = isstatic;
2870 rtlight->coronasizescale = coronasizescale;
2871 rtlight->ambientscale = ambientscale;
2872 rtlight->diffusescale = diffusescale;
2873 rtlight->specularscale = specularscale;
2874 rtlight->flags = flags;
2876 // compute derived data
2877 //rtlight->cullradius = rtlight->radius;
2878 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2879 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2880 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2881 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2882 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2883 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2884 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2887 // compiles rtlight geometry
2888 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2889 void R_RTLight_Compile(rtlight_t *rtlight)
2892 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2893 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2894 entity_render_t *ent = r_refdef.scene.worldentity;
2895 dp_model_t *model = r_refdef.scene.worldmodel;
2896 unsigned char *data;
2899 // compile the light
2900 rtlight->compiled = true;
2901 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2902 rtlight->static_numleafs = 0;
2903 rtlight->static_numleafpvsbytes = 0;
2904 rtlight->static_leaflist = NULL;
2905 rtlight->static_leafpvs = NULL;
2906 rtlight->static_numsurfaces = 0;
2907 rtlight->static_surfacelist = NULL;
2908 rtlight->static_shadowmap_receivers = 0x3F;
2909 rtlight->static_shadowmap_casters = 0x3F;
2910 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2911 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2912 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2913 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2914 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2915 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2917 if (model && model->GetLightInfo)
2919 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2920 r_shadow_compilingrtlight = rtlight;
2921 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2922 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2923 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2924 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2925 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2926 rtlight->static_numsurfaces = numsurfaces;
2927 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2928 rtlight->static_numleafs = numleafs;
2929 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2930 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2931 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2932 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2933 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2934 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2935 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2936 if (rtlight->static_numsurfaces)
2937 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2938 if (rtlight->static_numleafs)
2939 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2940 if (rtlight->static_numleafpvsbytes)
2941 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2942 if (rtlight->static_numshadowtrispvsbytes)
2943 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2944 if (rtlight->static_numlighttrispvsbytes)
2945 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2946 switch (rtlight->shadowmode)
2948 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2949 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2950 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2951 if (model->CompileShadowMap && rtlight->shadow)
2952 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2955 if (model->CompileShadowVolume && rtlight->shadow)
2956 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2959 // now we're done compiling the rtlight
2960 r_shadow_compilingrtlight = NULL;
2964 // use smallest available cullradius - box radius or light radius
2965 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2966 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2968 shadowzpasstris = 0;
2969 if (rtlight->static_meshchain_shadow_zpass)
2970 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2971 shadowzpasstris += mesh->numtriangles;
2973 shadowzfailtris = 0;
2974 if (rtlight->static_meshchain_shadow_zfail)
2975 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2976 shadowzfailtris += mesh->numtriangles;
2979 if (rtlight->static_numlighttrispvsbytes)
2980 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2981 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2985 if (rtlight->static_numlighttrispvsbytes)
2986 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2987 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2990 if (developer_extra.integer)
2991 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
2994 void R_RTLight_Uncompile(rtlight_t *rtlight)
2996 if (rtlight->compiled)
2998 if (rtlight->static_meshchain_shadow_zpass)
2999 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3000 rtlight->static_meshchain_shadow_zpass = NULL;
3001 if (rtlight->static_meshchain_shadow_zfail)
3002 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3003 rtlight->static_meshchain_shadow_zfail = NULL;
3004 if (rtlight->static_meshchain_shadow_shadowmap)
3005 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3006 rtlight->static_meshchain_shadow_shadowmap = NULL;
3007 // these allocations are grouped
3008 if (rtlight->static_surfacelist)
3009 Mem_Free(rtlight->static_surfacelist);
3010 rtlight->static_numleafs = 0;
3011 rtlight->static_numleafpvsbytes = 0;
3012 rtlight->static_leaflist = NULL;
3013 rtlight->static_leafpvs = NULL;
3014 rtlight->static_numsurfaces = 0;
3015 rtlight->static_surfacelist = NULL;
3016 rtlight->static_numshadowtrispvsbytes = 0;
3017 rtlight->static_shadowtrispvs = NULL;
3018 rtlight->static_numlighttrispvsbytes = 0;
3019 rtlight->static_lighttrispvs = NULL;
3020 rtlight->compiled = false;
3024 void R_Shadow_UncompileWorldLights(void)
3028 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3029 for (lightindex = 0;lightindex < range;lightindex++)
3031 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3034 R_RTLight_Uncompile(&light->rtlight);
3038 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3042 // reset the count of frustum planes
3043 // see rtlight->cached_frustumplanes definition for how much this array
3045 rtlight->cached_numfrustumplanes = 0;
3047 // haven't implemented a culling path for ortho rendering
3048 if (!r_refdef.view.useperspective)
3050 // check if the light is on screen and copy the 4 planes if it is
3051 for (i = 0;i < 4;i++)
3052 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3055 for (i = 0;i < 4;i++)
3056 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3061 // generate a deformed frustum that includes the light origin, this is
3062 // used to cull shadow casting surfaces that can not possibly cast a
3063 // shadow onto the visible light-receiving surfaces, which can be a
3066 // if the light origin is onscreen the result will be 4 planes exactly
3067 // if the light origin is offscreen on only one axis the result will
3068 // be exactly 5 planes (split-side case)
3069 // if the light origin is offscreen on two axes the result will be
3070 // exactly 4 planes (stretched corner case)
3071 for (i = 0;i < 4;i++)
3073 // quickly reject standard frustum planes that put the light
3074 // origin outside the frustum
3075 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3078 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3080 // if all the standard frustum planes were accepted, the light is onscreen
3081 // otherwise we need to generate some more planes below...
3082 if (rtlight->cached_numfrustumplanes < 4)
3084 // at least one of the stock frustum planes failed, so we need to
3085 // create one or two custom planes to enclose the light origin
3086 for (i = 0;i < 4;i++)
3088 // create a plane using the view origin and light origin, and a
3089 // single point from the frustum corner set
3090 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3091 VectorNormalize(plane.normal);
3092 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3093 // see if this plane is backwards and flip it if so
3094 for (j = 0;j < 4;j++)
3095 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3099 VectorNegate(plane.normal, plane.normal);
3101 // flipped plane, test again to see if it is now valid
3102 for (j = 0;j < 4;j++)
3103 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3105 // if the plane is still not valid, then it is dividing the
3106 // frustum and has to be rejected
3110 // we have created a valid plane, compute extra info
3111 PlaneClassify(&plane);
3113 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3115 // if we've found 5 frustum planes then we have constructed a
3116 // proper split-side case and do not need to keep searching for
3117 // planes to enclose the light origin
3118 if (rtlight->cached_numfrustumplanes == 5)
3126 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3128 plane = rtlight->cached_frustumplanes[i];
3129 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3134 // now add the light-space box planes if the light box is rotated, as any
3135 // caster outside the oriented light box is irrelevant (even if it passed
3136 // the worldspace light box, which is axial)
3137 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3139 for (i = 0;i < 6;i++)
3143 v[i >> 1] = (i & 1) ? -1 : 1;
3144 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3145 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3146 plane.dist = VectorNormalizeLength(plane.normal);
3147 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3148 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3154 // add the world-space reduced box planes
3155 for (i = 0;i < 6;i++)
3157 VectorClear(plane.normal);
3158 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3159 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3160 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3169 // reduce all plane distances to tightly fit the rtlight cull box, which
3171 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3172 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3173 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3174 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3175 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3176 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3177 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3178 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3179 oldnum = rtlight->cached_numfrustumplanes;
3180 rtlight->cached_numfrustumplanes = 0;
3181 for (j = 0;j < oldnum;j++)
3183 // find the nearest point on the box to this plane
3184 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3185 for (i = 1;i < 8;i++)
3187 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3188 if (bestdist > dist)
3191 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3192 // if the nearest point is near or behind the plane, we want this
3193 // plane, otherwise the plane is useless as it won't cull anything
3194 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3196 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3197 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3204 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3208 RSurf_ActiveWorldEntity();
3210 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3213 GL_CullFace(GL_NONE);
3214 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3215 for (;mesh;mesh = mesh->next)
3217 if (!mesh->sidetotals[r_shadow_shadowmapside])
3219 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3220 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3221 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3225 else if (r_refdef.scene.worldentity->model)
3226 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3228 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3231 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3233 qboolean zpass = false;
3236 int surfacelistindex;
3237 msurface_t *surface;
3239 RSurf_ActiveWorldEntity();
3241 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3244 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3246 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3247 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3249 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3250 for (;mesh;mesh = mesh->next)
3252 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3253 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3254 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3256 // increment stencil if frontface is infront of depthbuffer
3257 GL_CullFace(r_refdef.view.cullface_back);
3258 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3259 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3260 // decrement stencil if backface is infront of depthbuffer
3261 GL_CullFace(r_refdef.view.cullface_front);
3262 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3264 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3266 // decrement stencil if backface is behind depthbuffer
3267 GL_CullFace(r_refdef.view.cullface_front);
3268 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3269 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3270 // increment stencil if frontface is behind depthbuffer
3271 GL_CullFace(r_refdef.view.cullface_back);
3272 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3274 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3278 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3280 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3281 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3282 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3284 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3285 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3286 if (CHECKPVSBIT(trispvs, t))
3287 shadowmarklist[numshadowmark++] = t;
3289 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3291 else if (numsurfaces)
3292 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3294 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3297 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3299 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3300 vec_t relativeshadowradius;
3301 RSurf_ActiveModelEntity(ent, false, false, false);
3302 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3303 // we need to re-init the shader for each entity because the matrix changed
3304 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3305 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3306 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3307 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3308 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3309 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3310 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3311 switch (r_shadow_rendermode)
3313 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3314 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3315 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3316 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3319 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3322 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3325 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3327 // set up properties for rendering light onto this entity
3328 RSurf_ActiveModelEntity(ent, true, true, false);
3329 GL_AlphaTest(false);
3330 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3331 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3332 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3333 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3336 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3338 if (!r_refdef.scene.worldmodel->DrawLight)
3341 // set up properties for rendering light onto this entity
3342 RSurf_ActiveWorldEntity();
3343 GL_AlphaTest(false);
3344 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3345 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3346 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3347 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3349 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3351 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3354 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3356 dp_model_t *model = ent->model;
3357 if (!model->DrawLight)
3360 R_Shadow_SetupEntityLight(ent);
3362 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3364 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3367 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3371 int numleafs, numsurfaces;
3372 int *leaflist, *surfacelist;
3373 unsigned char *leafpvs;
3374 unsigned char *shadowtrispvs;
3375 unsigned char *lighttrispvs;
3376 //unsigned char *surfacesides;
3377 int numlightentities;
3378 int numlightentities_noselfshadow;
3379 int numshadowentities;
3380 int numshadowentities_noselfshadow;
3381 static entity_render_t *lightentities[MAX_EDICTS];
3382 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3383 static entity_render_t *shadowentities[MAX_EDICTS];
3384 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3387 rtlight->draw = false;
3389 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3390 // skip lights that are basically invisible (color 0 0 0)
3391 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3393 // loading is done before visibility checks because loading should happen
3394 // all at once at the start of a level, not when it stalls gameplay.
3395 // (especially important to benchmarks)
3397 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3399 if (rtlight->compiled)
3400 R_RTLight_Uncompile(rtlight);
3401 R_RTLight_Compile(rtlight);
3405 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3407 // look up the light style value at this time
3408 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3409 VectorScale(rtlight->color, f, rtlight->currentcolor);
3411 if (rtlight->selected)
3413 f = 2 + sin(realtime * M_PI * 4.0);
3414 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3418 // if lightstyle is currently off, don't draw the light
3419 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3422 // skip processing on corona-only lights
3426 // if the light box is offscreen, skip it
3427 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3430 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3431 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3433 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3435 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3437 // compiled light, world available and can receive realtime lighting
3438 // retrieve leaf information
3439 numleafs = rtlight->static_numleafs;
3440 leaflist = rtlight->static_leaflist;
3441 leafpvs = rtlight->static_leafpvs;
3442 numsurfaces = rtlight->static_numsurfaces;
3443 surfacelist = rtlight->static_surfacelist;
3444 //surfacesides = NULL;
3445 shadowtrispvs = rtlight->static_shadowtrispvs;
3446 lighttrispvs = rtlight->static_lighttrispvs;
3448 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3450 // dynamic light, world available and can receive realtime lighting
3451 // calculate lit surfaces and leafs
3452 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3453 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3454 leaflist = r_shadow_buffer_leaflist;
3455 leafpvs = r_shadow_buffer_leafpvs;
3456 surfacelist = r_shadow_buffer_surfacelist;
3457 //surfacesides = r_shadow_buffer_surfacesides;
3458 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3459 lighttrispvs = r_shadow_buffer_lighttrispvs;
3460 // if the reduced leaf bounds are offscreen, skip it
3461 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3472 //surfacesides = NULL;
3473 shadowtrispvs = NULL;
3474 lighttrispvs = NULL;
3476 // check if light is illuminating any visible leafs
3479 for (i = 0;i < numleafs;i++)
3480 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3486 // make a list of lit entities and shadow casting entities
3487 numlightentities = 0;
3488 numlightentities_noselfshadow = 0;
3489 numshadowentities = 0;
3490 numshadowentities_noselfshadow = 0;
3492 // add dynamic entities that are lit by the light
3493 for (i = 0;i < r_refdef.scene.numentities;i++)
3496 entity_render_t *ent = r_refdef.scene.entities[i];
3498 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3500 // skip the object entirely if it is not within the valid
3501 // shadow-casting region (which includes the lit region)
3502 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3504 if (!(model = ent->model))
3506 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3508 // this entity wants to receive light, is visible, and is
3509 // inside the light box
3510 // TODO: check if the surfaces in the model can receive light
3511 // so now check if it's in a leaf seen by the light
3512 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3514 if (ent->flags & RENDER_NOSELFSHADOW)
3515 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3517 lightentities[numlightentities++] = ent;
3518 // since it is lit, it probably also casts a shadow...
3519 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3520 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3521 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3523 // note: exterior models without the RENDER_NOSELFSHADOW
3524 // flag still create a RENDER_NOSELFSHADOW shadow but
3525 // are lit normally, this means that they are
3526 // self-shadowing but do not shadow other
3527 // RENDER_NOSELFSHADOW entities such as the gun
3528 // (very weird, but keeps the player shadow off the gun)
3529 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3530 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3532 shadowentities[numshadowentities++] = ent;
3535 else if (ent->flags & RENDER_SHADOW)
3537 // this entity is not receiving light, but may still need to
3539 // TODO: check if the surfaces in the model can cast shadow
3540 // now check if it is in a leaf seen by the light
3541 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3543 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3544 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3545 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3547 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3548 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3550 shadowentities[numshadowentities++] = ent;
3555 // return if there's nothing at all to light
3556 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3559 // count this light in the r_speeds
3560 r_refdef.stats.lights++;
3562 // flag it as worth drawing later
3563 rtlight->draw = true;
3565 // cache all the animated entities that cast a shadow but are not visible
3566 for (i = 0;i < numshadowentities;i++)
3567 if (!shadowentities[i]->animcache_vertex3f)
3568 R_AnimCache_GetEntity(shadowentities[i], false, false);
3569 for (i = 0;i < numshadowentities_noselfshadow;i++)
3570 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3571 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3573 // allocate some temporary memory for rendering this light later in the frame
3574 // reusable buffers need to be copied, static data can be used as-is
3575 rtlight->cached_numlightentities = numlightentities;
3576 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3577 rtlight->cached_numshadowentities = numshadowentities;
3578 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3579 rtlight->cached_numsurfaces = numsurfaces;
3580 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3581 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3582 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3583 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3584 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3586 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3587 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3588 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3589 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3590 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3594 // compiled light data
3595 rtlight->cached_shadowtrispvs = shadowtrispvs;
3596 rtlight->cached_lighttrispvs = lighttrispvs;
3597 rtlight->cached_surfacelist = surfacelist;
3601 void R_Shadow_DrawLight(rtlight_t *rtlight)
3605 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3606 int numlightentities;
3607 int numlightentities_noselfshadow;
3608 int numshadowentities;
3609 int numshadowentities_noselfshadow;
3610 entity_render_t **lightentities;
3611 entity_render_t **lightentities_noselfshadow;
3612 entity_render_t **shadowentities;
3613 entity_render_t **shadowentities_noselfshadow;
3615 static unsigned char entitysides[MAX_EDICTS];
3616 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3617 vec3_t nearestpoint;
3619 qboolean castshadows;
3622 // check if we cached this light this frame (meaning it is worth drawing)
3626 // if R_FrameData_Store ran out of space we skip anything dependent on it
3627 if (r_framedata_failed)
3630 numlightentities = rtlight->cached_numlightentities;
3631 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3632 numshadowentities = rtlight->cached_numshadowentities;
3633 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3634 numsurfaces = rtlight->cached_numsurfaces;
3635 lightentities = rtlight->cached_lightentities;
3636 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3637 shadowentities = rtlight->cached_shadowentities;
3638 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3639 shadowtrispvs = rtlight->cached_shadowtrispvs;
3640 lighttrispvs = rtlight->cached_lighttrispvs;
3641 surfacelist = rtlight->cached_surfacelist;
3643 // set up a scissor rectangle for this light
3644 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3647 // don't let sound skip if going slow
3648 if (r_refdef.scene.extraupdate)
3651 // make this the active rtlight for rendering purposes
3652 R_Shadow_RenderMode_ActiveLight(rtlight);
3654 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3656 // optionally draw visible shape of the shadow volumes
3657 // for performance analysis by level designers
3658 R_Shadow_RenderMode_VisibleShadowVolumes();
3660 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3661 for (i = 0;i < numshadowentities;i++)
3662 R_Shadow_DrawEntityShadow(shadowentities[i]);
3663 for (i = 0;i < numshadowentities_noselfshadow;i++)
3664 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3665 R_Shadow_RenderMode_VisibleLighting(false, false);
3668 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3670 // optionally draw the illuminated areas
3671 // for performance analysis by level designers
3672 R_Shadow_RenderMode_VisibleLighting(false, false);
3674 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3675 for (i = 0;i < numlightentities;i++)
3676 R_Shadow_DrawEntityLight(lightentities[i]);
3677 for (i = 0;i < numlightentities_noselfshadow;i++)
3678 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3681 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3683 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3684 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3685 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3686 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3688 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3689 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3690 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3692 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3698 int receivermask = 0;
3699 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3700 Matrix4x4_Abs(&radiustolight);
3702 r_shadow_shadowmaplod = 0;
3703 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3704 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3705 r_shadow_shadowmaplod = i;
3707 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3708 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3710 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3712 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3714 surfacesides = NULL;
3717 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3719 castermask = rtlight->static_shadowmap_casters;
3720 receivermask = rtlight->static_shadowmap_receivers;
3724 surfacesides = r_shadow_buffer_surfacesides;
3725 for(i = 0;i < numsurfaces;i++)
3727 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3728 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3729 castermask |= surfacesides[i];
3730 receivermask |= surfacesides[i];
3734 if (receivermask < 0x3F)
3736 for (i = 0;i < numlightentities;i++)
3737 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3738 if (receivermask < 0x3F)
3739 for(i = 0; i < numlightentities_noselfshadow;i++)
3740 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3743 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3747 for (i = 0;i < numshadowentities;i++)
3748 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3749 for (i = 0;i < numshadowentities_noselfshadow;i++)
3750 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3753 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3755 // render shadow casters into 6 sided depth texture
3756 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3758 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3759 if (! (castermask & (1 << side))) continue;
3761 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3762 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3763 R_Shadow_DrawEntityShadow(shadowentities[i]);
3766 if (numlightentities_noselfshadow)
3768 // render lighting using the depth texture as shadowmap
3769 // draw lighting in the unmasked areas
3770 R_Shadow_RenderMode_Lighting(false, false, true);
3771 for (i = 0;i < numlightentities_noselfshadow;i++)
3772 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3775 // render shadow casters into 6 sided depth texture
3776 if (numshadowentities_noselfshadow)
3778 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3780 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3781 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3782 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3786 // render lighting using the depth texture as shadowmap
3787 // draw lighting in the unmasked areas
3788 R_Shadow_RenderMode_Lighting(false, false, true);
3789 // draw lighting in the unmasked areas
3791 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3792 for (i = 0;i < numlightentities;i++)
3793 R_Shadow_DrawEntityLight(lightentities[i]);
3795 else if (castshadows && vid.stencil)
3797 // draw stencil shadow volumes to mask off pixels that are in shadow
3798 // so that they won't receive lighting
3799 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3800 R_Shadow_ClearStencil();
3803 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3804 for (i = 0;i < numshadowentities;i++)
3805 R_Shadow_DrawEntityShadow(shadowentities[i]);
3807 // draw lighting in the unmasked areas
3808 R_Shadow_RenderMode_Lighting(true, false, false);
3809 for (i = 0;i < numlightentities_noselfshadow;i++)
3810 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3812 for (i = 0;i < numshadowentities_noselfshadow;i++)
3813 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3815 // draw lighting in the unmasked areas
3816 R_Shadow_RenderMode_Lighting(true, false, false);
3818 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3819 for (i = 0;i < numlightentities;i++)
3820 R_Shadow_DrawEntityLight(lightentities[i]);
3824 // draw lighting in the unmasked areas
3825 R_Shadow_RenderMode_Lighting(false, false, false);
3827 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3828 for (i = 0;i < numlightentities;i++)
3829 R_Shadow_DrawEntityLight(lightentities[i]);
3830 for (i = 0;i < numlightentities_noselfshadow;i++)
3831 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3834 if (r_shadow_usingdeferredprepass)
3836 // when rendering deferred lighting, we simply rasterize the box
3837 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3838 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3839 else if (castshadows && vid.stencil)
3840 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3842 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3846 static void R_Shadow_FreeDeferred(void)
3848 if (r_shadow_prepassgeometryfbo)
3849 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3850 r_shadow_prepassgeometryfbo = 0;
3852 if (r_shadow_prepasslightingfbo)
3853 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3854 r_shadow_prepasslightingfbo = 0;
3856 if (r_shadow_prepassgeometrydepthtexture)
3857 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3858 r_shadow_prepassgeometrydepthtexture = NULL;
3860 if (r_shadow_prepassgeometrynormalmaptexture)
3861 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3862 r_shadow_prepassgeometrynormalmaptexture = NULL;
3864 if (r_shadow_prepasslightingdiffusetexture)
3865 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3866 r_shadow_prepasslightingdiffusetexture = NULL;
3868 if (r_shadow_prepasslightingspeculartexture)
3869 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3870 r_shadow_prepasslightingspeculartexture = NULL;
3873 void R_Shadow_DrawPrepass(void)
3881 entity_render_t *ent;
3883 GL_AlphaTest(false);
3884 R_Mesh_ColorPointer(NULL, 0, 0);
3885 R_Mesh_ResetTextureState();
3887 GL_ColorMask(1,1,1,1);
3888 GL_BlendFunc(GL_ONE, GL_ZERO);
3891 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3892 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3893 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3895 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3896 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3897 if (r_timereport_active)
3898 R_TimeReport("prepassworld");
3900 for (i = 0;i < r_refdef.scene.numentities;i++)
3902 if (!r_refdef.viewcache.entityvisible[i])
3904 ent = r_refdef.scene.entities[i];
3905 if (ent->model && ent->model->DrawPrepass != NULL)
3906 ent->model->DrawPrepass(ent);
3909 if (r_timereport_active)
3910 R_TimeReport("prepassmodels");
3912 GL_DepthMask(false);
3913 GL_ColorMask(1,1,1,1);
3916 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3917 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3918 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3919 if (r_refdef.fogenabled)
3920 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3922 R_Shadow_RenderMode_Begin();
3924 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3925 if (r_shadow_debuglight.integer >= 0)
3927 lightindex = r_shadow_debuglight.integer;
3928 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3929 if (light && (light->flags & flag))
3930 R_Shadow_DrawLight(&light->rtlight);
3934 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3935 for (lightindex = 0;lightindex < range;lightindex++)
3937 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3938 if (light && (light->flags & flag))
3939 R_Shadow_DrawLight(&light->rtlight);
3942 if (r_refdef.scene.rtdlight)
3943 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3944 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3946 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3947 if (r_refdef.fogenabled)
3948 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3950 R_Shadow_RenderMode_End();
3952 if (r_timereport_active)
3953 R_TimeReport("prepasslights");
3956 void R_Shadow_DrawLightSprites(void);
3957 void R_Shadow_PrepareLights(void)
3967 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3968 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3969 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
3970 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
3971 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3972 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
3973 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3974 R_Shadow_FreeShadowMaps();
3976 r_shadow_usingshadowmaportho = false;
3978 switch (vid.renderpath)
3980 case RENDERPATH_GL20:
3981 case RENDERPATH_CGGL:
3982 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3984 r_shadow_usingdeferredprepass = false;
3985 if (r_shadow_prepass_width)
3986 R_Shadow_FreeDeferred();
3987 r_shadow_prepass_width = r_shadow_prepass_height = 0;
3991 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
3993 R_Shadow_FreeDeferred();
3995 r_shadow_usingdeferredprepass = true;
3996 r_shadow_prepass_width = vid.width;
3997 r_shadow_prepass_height = vid.height;
3998 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
3999 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4000 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4001 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4003 // set up the geometry pass fbo (depth + normalmap)
4004 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4005 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4006 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4007 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4008 // render depth into one texture and normalmap into the other
4009 if (qglDrawBuffersARB)
4011 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4012 qglReadBuffer(GL_NONE);CHECKGLERROR
4014 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4015 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4017 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4018 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4019 r_shadow_usingdeferredprepass = false;
4022 // set up the lighting pass fbo (diffuse + specular)
4023 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4024 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4025 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4026 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4027 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4028 // render diffuse into one texture and specular into another,
4029 // with depth and normalmap bound as textures,
4030 // with depth bound as attachment as well
4031 if (qglDrawBuffersARB)
4033 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4034 qglReadBuffer(GL_NONE);CHECKGLERROR
4036 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4037 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4039 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4040 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4041 r_shadow_usingdeferredprepass = false;
4045 case RENDERPATH_GL13:
4046 case RENDERPATH_GL11:
4047 r_shadow_usingdeferredprepass = false;
4051 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4053 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4054 if (r_shadow_debuglight.integer >= 0)
4056 lightindex = r_shadow_debuglight.integer;
4057 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4058 if (light && (light->flags & flag))
4059 R_Shadow_PrepareLight(&light->rtlight);
4063 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4064 for (lightindex = 0;lightindex < range;lightindex++)
4066 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4067 if (light && (light->flags & flag))
4068 R_Shadow_PrepareLight(&light->rtlight);
4071 if (r_refdef.scene.rtdlight)
4073 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4074 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4076 else if(gl_flashblend.integer)
4078 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4080 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4081 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4082 VectorScale(rtlight->color, f, rtlight->currentcolor);
4086 if (r_editlights.integer)
4087 R_Shadow_DrawLightSprites();
4090 void R_Shadow_DrawLights(void)
4098 R_Shadow_RenderMode_Begin();
4100 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4101 if (r_shadow_debuglight.integer >= 0)
4103 lightindex = r_shadow_debuglight.integer;
4104 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4105 if (light && (light->flags & flag))
4106 R_Shadow_DrawLight(&light->rtlight);
4110 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4111 for (lightindex = 0;lightindex < range;lightindex++)
4113 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4114 if (light && (light->flags & flag))
4115 R_Shadow_DrawLight(&light->rtlight);
4118 if (r_refdef.scene.rtdlight)
4119 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4120 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4122 R_Shadow_RenderMode_End();
4125 extern const float r_screenvertex3f[12];
4126 extern void R_SetupView(qboolean allowwaterclippingplane);
4127 extern void R_ResetViewRendering3D(void);
4128 extern void R_ResetViewRendering2D(void);
4129 extern cvar_t r_shadows;
4130 extern cvar_t r_shadows_darken;
4131 extern cvar_t r_shadows_drawafterrtlighting;
4132 extern cvar_t r_shadows_castfrombmodels;
4133 extern cvar_t r_shadows_throwdistance;
4134 extern cvar_t r_shadows_throwdirection;
4135 extern cvar_t r_shadows_focus;
4136 extern cvar_t r_shadows_shadowmapscale;
4138 void R_Shadow_PrepareModelShadows(void)
4141 float scale, size, radius, dot1, dot2;
4142 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4143 entity_render_t *ent;
4145 if (!r_refdef.scene.numentities)
4148 switch (r_shadow_shadowmode)
4150 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4151 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4152 if (r_shadows.integer >= 2)
4155 case R_SHADOW_SHADOWMODE_STENCIL:
4156 for (i = 0;i < r_refdef.scene.numentities;i++)
4158 ent = r_refdef.scene.entities[i];
4159 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4160 R_AnimCache_GetEntity(ent, false, false);
4167 size = 2*r_shadow_shadowmapmaxsize;
4168 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4169 radius = 0.5f * size / scale;
4171 Math_atov(r_shadows_throwdirection.string, shadowdir);
4172 VectorNormalize(shadowdir);
4173 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4174 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4175 if (fabs(dot1) <= fabs(dot2))
4176 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4178 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4179 VectorNormalize(shadowforward);
4180 CrossProduct(shadowdir, shadowforward, shadowright);
4181 Math_atov(r_shadows_focus.string, shadowfocus);
4182 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4183 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4184 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4185 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4186 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4188 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4190 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4191 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4192 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4193 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4194 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4195 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4197 for (i = 0;i < r_refdef.scene.numentities;i++)
4199 ent = r_refdef.scene.entities[i];
4200 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4202 // cast shadows from anything of the map (submodels are optional)
4203 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4204 R_AnimCache_GetEntity(ent, false, false);
4208 void R_DrawModelShadowMaps(void)
4211 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4212 entity_render_t *ent;
4213 vec3_t relativelightorigin;
4214 vec3_t relativelightdirection, relativeforward, relativeright;
4215 vec3_t relativeshadowmins, relativeshadowmaxs;
4216 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4218 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4219 r_viewport_t viewport;
4222 if (!r_refdef.scene.numentities)
4225 switch (r_shadow_shadowmode)
4227 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4228 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4235 R_ResetViewRendering3D();
4236 R_Shadow_RenderMode_Begin();
4237 R_Shadow_RenderMode_ActiveLight(NULL);
4239 switch (r_shadow_shadowmode)
4241 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4242 if (!r_shadow_shadowmap2dtexture)
4243 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4244 fbo = r_shadow_fbo2d;
4245 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4246 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4247 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4249 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4250 if (!r_shadow_shadowmaprectangletexture)
4251 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4252 fbo = r_shadow_fborectangle;
4253 r_shadow_shadowmap_texturescale[0] = 1.0f;
4254 r_shadow_shadowmap_texturescale[1] = 1.0f;
4255 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4261 size = 2*r_shadow_shadowmapmaxsize;
4262 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4263 radius = 0.5f / scale;
4264 nearclip = -r_shadows_throwdistance.value;
4265 farclip = r_shadows_throwdistance.value;
4266 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4268 r_shadow_shadowmap_parameters[0] = size;
4269 r_shadow_shadowmap_parameters[1] = size;
4270 r_shadow_shadowmap_parameters[2] = 1.0;
4271 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4273 Math_atov(r_shadows_throwdirection.string, shadowdir);
4274 VectorNormalize(shadowdir);
4275 Math_atov(r_shadows_focus.string, shadowfocus);
4276 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4277 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4278 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4279 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4280 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4281 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4282 if (fabs(dot1) <= fabs(dot2))
4283 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4285 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4286 VectorNormalize(shadowforward);
4287 VectorM(scale, shadowforward, &m[0]);
4288 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4290 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4291 CrossProduct(shadowdir, shadowforward, shadowright);
4292 VectorM(scale, shadowright, &m[4]);
4293 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4294 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4295 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4296 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4297 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4298 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4300 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4303 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4304 R_SetupShader_ShowDepth();
4306 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4307 R_SetupShader_DepthOrShadow();
4310 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4313 R_SetViewport(&viewport);
4314 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4317 qglClearColor(1,1,1,1);
4318 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4320 GL_Clear(GL_DEPTH_BUFFER_BIT);
4322 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4325 for (i = 0;i < r_refdef.scene.numentities;i++)
4327 ent = r_refdef.scene.entities[i];
4329 // cast shadows from anything of the map (submodels are optional)
4330 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4332 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4333 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4334 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4335 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4336 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4337 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4338 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4339 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4340 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4341 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4342 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4343 RSurf_ActiveModelEntity(ent, false, false, false);
4344 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4345 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4349 R_Shadow_RenderMode_End();
4351 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4352 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4353 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4354 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4355 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4356 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4358 r_shadow_usingshadowmaportho = true;
4359 switch (r_shadow_shadowmode)
4361 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4362 r_shadow_usingshadowmap2d = true;
4364 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4365 r_shadow_usingshadowmaprect = true;
4372 void R_DrawModelShadows(void)
4375 float relativethrowdistance;
4376 entity_render_t *ent;
4377 vec3_t relativelightorigin;
4378 vec3_t relativelightdirection;
4379 vec3_t relativeshadowmins, relativeshadowmaxs;
4380 vec3_t tmp, shadowdir;
4382 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4386 R_ResetViewRendering3D();
4387 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4388 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4389 R_Shadow_RenderMode_Begin();
4390 R_Shadow_RenderMode_ActiveLight(NULL);
4391 r_shadow_lightscissor[0] = r_refdef.view.x;
4392 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4393 r_shadow_lightscissor[2] = r_refdef.view.width;
4394 r_shadow_lightscissor[3] = r_refdef.view.height;
4395 R_Shadow_RenderMode_StencilShadowVolumes(false);
4398 if (r_shadows.integer == 2)
4400 Math_atov(r_shadows_throwdirection.string, shadowdir);
4401 VectorNormalize(shadowdir);
4404 R_Shadow_ClearStencil();
4406 for (i = 0;i < r_refdef.scene.numentities;i++)
4408 ent = r_refdef.scene.entities[i];
4410 // cast shadows from anything of the map (submodels are optional)
4411 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4413 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4414 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4415 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4416 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4417 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4420 if(ent->entitynumber != 0)
4422 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4424 // FIXME handle this
4425 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4429 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4430 int entnum, entnum2, recursion;
4431 entnum = entnum2 = ent->entitynumber;
4432 for(recursion = 32; recursion > 0; --recursion)
4434 entnum2 = cl.entities[entnum].state_current.tagentity;
4435 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4440 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4442 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4443 // transform into modelspace of OUR entity
4444 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4445 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4448 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4452 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4455 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4456 RSurf_ActiveModelEntity(ent, false, false, false);
4457 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4458 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4462 // not really the right mode, but this will disable any silly stencil features
4463 R_Shadow_RenderMode_End();
4465 // set up ortho view for rendering this pass
4466 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4467 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4468 //GL_ScissorTest(true);
4469 //R_EntityMatrix(&identitymatrix);
4470 //R_Mesh_ResetTextureState();
4471 R_ResetViewRendering2D();
4472 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4473 R_Mesh_ColorPointer(NULL, 0, 0);
4474 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4476 // set up a darkening blend on shadowed areas
4477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4478 //GL_DepthRange(0, 1);
4479 //GL_DepthTest(false);
4480 //GL_DepthMask(false);
4481 //GL_PolygonOffset(0, 0);CHECKGLERROR
4482 GL_Color(0, 0, 0, r_shadows_darken.value);
4483 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4484 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4485 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4486 qglStencilMask(255);CHECKGLERROR
4487 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4488 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4490 // apply the blend to the shadowed areas
4491 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4493 // restore the viewport
4494 R_SetViewport(&r_refdef.view.viewport);
4496 // restore other state to normal
4497 //R_Shadow_RenderMode_End();
4500 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4503 vec3_t centerorigin;
4505 // if it's too close, skip it
4506 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4508 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4511 if (usequery && r_numqueries + 2 <= r_maxqueries)
4513 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4514 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4515 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4516 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4519 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4520 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4521 qglDepthFunc(GL_ALWAYS);
4522 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4523 R_Mesh_VertexPointer(vertex3f, 0, 0);
4524 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4525 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4526 qglDepthFunc(GL_LEQUAL);
4527 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4528 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4529 R_Mesh_VertexPointer(vertex3f, 0, 0);
4530 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4531 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4534 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4537 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4539 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4542 GLint allpixels = 0, visiblepixels = 0;
4543 // now we have to check the query result
4544 if (rtlight->corona_queryindex_visiblepixels)
4547 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4548 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4550 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4551 if (visiblepixels < 1 || allpixels < 1)
4553 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4554 cscale *= rtlight->corona_visibility;
4558 // FIXME: these traces should scan all render entities instead of cl.world
4559 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4562 VectorScale(rtlight->currentcolor, cscale, color);
4563 if (VectorLength(color) > (1.0f / 256.0f))
4566 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4569 VectorNegate(color, color);
4570 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4572 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4573 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4574 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4576 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4580 void R_Shadow_DrawCoronas(void)
4588 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4590 if (r_waterstate.renderingscene)
4592 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4593 R_EntityMatrix(&identitymatrix);
4595 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4597 // check occlusion of coronas
4598 // use GL_ARB_occlusion_query if available
4599 // otherwise use raytraces
4601 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4604 GL_ColorMask(0,0,0,0);
4605 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4606 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4609 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4610 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4612 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4615 RSurf_ActiveWorldEntity();
4616 GL_BlendFunc(GL_ONE, GL_ZERO);
4617 GL_CullFace(GL_NONE);
4618 GL_DepthMask(false);
4619 GL_DepthRange(0, 1);
4620 GL_PolygonOffset(0, 0);
4622 R_Mesh_ColorPointer(NULL, 0, 0);
4623 R_Mesh_ResetTextureState();
4624 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4626 for (lightindex = 0;lightindex < range;lightindex++)
4628 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4631 rtlight = &light->rtlight;
4632 rtlight->corona_visibility = 0;
4633 rtlight->corona_queryindex_visiblepixels = 0;
4634 rtlight->corona_queryindex_allpixels = 0;
4635 if (!(rtlight->flags & flag))
4637 if (rtlight->corona <= 0)
4639 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4641 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4643 for (i = 0;i < r_refdef.scene.numlights;i++)
4645 rtlight = r_refdef.scene.lights[i];
4646 rtlight->corona_visibility = 0;
4647 rtlight->corona_queryindex_visiblepixels = 0;
4648 rtlight->corona_queryindex_allpixels = 0;
4649 if (!(rtlight->flags & flag))
4651 if (rtlight->corona <= 0)
4653 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4656 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4658 // now draw the coronas using the query data for intensity info
4659 for (lightindex = 0;lightindex < range;lightindex++)
4661 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4664 rtlight = &light->rtlight;
4665 if (rtlight->corona_visibility <= 0)
4667 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4669 for (i = 0;i < r_refdef.scene.numlights;i++)
4671 rtlight = r_refdef.scene.lights[i];
4672 if (rtlight->corona_visibility <= 0)
4674 if (gl_flashblend.integer)
4675 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4677 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4683 dlight_t *R_Shadow_NewWorldLight(void)
4685 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4688 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)
4691 // validate parameters
4692 if (style < 0 || style >= MAX_LIGHTSTYLES)
4694 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4700 // copy to light properties
4701 VectorCopy(origin, light->origin);
4702 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4703 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4704 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4706 light->color[0] = max(color[0], 0);
4707 light->color[1] = max(color[1], 0);
4708 light->color[2] = max(color[2], 0);
4710 light->color[0] = color[0];
4711 light->color[1] = color[1];
4712 light->color[2] = color[2];
4713 light->radius = max(radius, 0);
4714 light->style = style;
4715 light->shadow = shadowenable;
4716 light->corona = corona;
4717 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4718 light->coronasizescale = coronasizescale;
4719 light->ambientscale = ambientscale;
4720 light->diffusescale = diffusescale;
4721 light->specularscale = specularscale;
4722 light->flags = flags;
4724 // update renderable light data
4725 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4726 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4729 void R_Shadow_FreeWorldLight(dlight_t *light)
4731 if (r_shadow_selectedlight == light)
4732 r_shadow_selectedlight = NULL;
4733 R_RTLight_Uncompile(&light->rtlight);
4734 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4737 void R_Shadow_ClearWorldLights(void)
4741 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4742 for (lightindex = 0;lightindex < range;lightindex++)
4744 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4746 R_Shadow_FreeWorldLight(light);
4748 r_shadow_selectedlight = NULL;
4751 void R_Shadow_SelectLight(dlight_t *light)
4753 if (r_shadow_selectedlight)
4754 r_shadow_selectedlight->selected = false;
4755 r_shadow_selectedlight = light;
4756 if (r_shadow_selectedlight)
4757 r_shadow_selectedlight->selected = true;
4760 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4762 // this is never batched (there can be only one)
4764 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4765 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4766 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4769 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4774 skinframe_t *skinframe;
4777 // this is never batched (due to the ent parameter changing every time)
4778 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4779 const dlight_t *light = (dlight_t *)ent;
4782 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4785 VectorScale(light->color, intensity, spritecolor);
4786 if (VectorLength(spritecolor) < 0.1732f)
4787 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4788 if (VectorLength(spritecolor) > 1.0f)
4789 VectorNormalize(spritecolor);
4791 // draw light sprite
4792 if (light->cubemapname[0] && !light->shadow)
4793 skinframe = r_editlights_sprcubemapnoshadowlight;
4794 else if (light->cubemapname[0])
4795 skinframe = r_editlights_sprcubemaplight;
4796 else if (!light->shadow)
4797 skinframe = r_editlights_sprnoshadowlight;
4799 skinframe = r_editlights_sprlight;
4801 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4802 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4804 // draw selection sprite if light is selected
4805 if (light->selected)
4807 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4808 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4809 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4813 void R_Shadow_DrawLightSprites(void)
4817 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4818 for (lightindex = 0;lightindex < range;lightindex++)
4820 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4822 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4824 if (!r_editlights_lockcursor)
4825 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4828 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4833 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4834 if (lightindex >= range)
4836 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4839 rtlight = &light->rtlight;
4840 //if (!(rtlight->flags & flag))
4842 VectorCopy(rtlight->shadoworigin, origin);
4843 *radius = rtlight->radius;
4844 VectorCopy(rtlight->color, color);
4848 void R_Shadow_SelectLightInView(void)
4850 float bestrating, rating, temp[3];
4854 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4858 if (r_editlights_lockcursor)
4860 for (lightindex = 0;lightindex < range;lightindex++)
4862 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4865 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4866 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4869 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4870 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4872 bestrating = rating;
4877 R_Shadow_SelectLight(best);
4880 void R_Shadow_LoadWorldLights(void)
4882 int n, a, style, shadow, flags;
4883 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4884 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4885 if (cl.worldmodel == NULL)
4887 Con_Print("No map loaded.\n");
4890 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
4891 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4901 for (;COM_Parse(t, true) && strcmp(
4902 if (COM_Parse(t, true))
4904 if (com_token[0] == '!')
4907 origin[0] = atof(com_token+1);
4910 origin[0] = atof(com_token);
4915 while (*s && *s != '\n' && *s != '\r')
4921 // check for modifier flags
4928 #if _MSC_VER >= 1400
4929 #define sscanf sscanf_s
4931 cubemapname[sizeof(cubemapname)-1] = 0;
4932 #if MAX_QPATH != 128
4933 #error update this code if MAX_QPATH changes
4935 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4936 #if _MSC_VER >= 1400
4937 , sizeof(cubemapname)
4939 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4942 flags = LIGHTFLAG_REALTIMEMODE;
4950 coronasizescale = 0.25f;
4952 VectorClear(angles);
4955 if (a < 9 || !strcmp(cubemapname, "\"\""))
4957 // remove quotes on cubemapname
4958 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4961 namelen = strlen(cubemapname) - 2;
4962 memmove(cubemapname, cubemapname + 1, namelen);
4963 cubemapname[namelen] = '\0';
4967 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);
4970 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4978 Con_Printf("invalid rtlights file \"%s\"\n", name);
4979 Mem_Free(lightsstring);
4983 void R_Shadow_SaveWorldLights(void)
4987 size_t bufchars, bufmaxchars;
4989 char name[MAX_QPATH];
4990 char line[MAX_INPUTLINE];
4991 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4992 // I hate lines which are 3 times my screen size :( --blub
4995 if (cl.worldmodel == NULL)
4997 Con_Print("No map loaded.\n");
5000 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5001 bufchars = bufmaxchars = 0;
5003 for (lightindex = 0;lightindex < range;lightindex++)
5005 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5008 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5009 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5010 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5011 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5013 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5014 if (bufchars + strlen(line) > bufmaxchars)
5016 bufmaxchars = bufchars + strlen(line) + 2048;
5018 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5022 memcpy(buf, oldbuf, bufchars);
5028 memcpy(buf + bufchars, line, strlen(line));
5029 bufchars += strlen(line);
5033 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5038 void R_Shadow_LoadLightsFile(void)
5041 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5042 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5043 if (cl.worldmodel == NULL)
5045 Con_Print("No map loaded.\n");
5048 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5049 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5057 while (*s && *s != '\n' && *s != '\r')
5063 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);
5067 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);
5070 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5071 radius = bound(15, radius, 4096);
5072 VectorScale(color, (2.0f / (8388608.0f)), color);
5073 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5081 Con_Printf("invalid lights file \"%s\"\n", name);
5082 Mem_Free(lightsstring);
5086 // tyrlite/hmap2 light types in the delay field
5087 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5089 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5101 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5102 char key[256], value[MAX_INPUTLINE];
5104 if (cl.worldmodel == NULL)
5106 Con_Print("No map loaded.\n");
5109 // try to load a .ent file first
5110 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5111 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5112 // and if that is not found, fall back to the bsp file entity string
5114 data = cl.worldmodel->brush.entities;
5117 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5119 type = LIGHTTYPE_MINUSX;
5120 origin[0] = origin[1] = origin[2] = 0;
5121 originhack[0] = originhack[1] = originhack[2] = 0;
5122 angles[0] = angles[1] = angles[2] = 0;
5123 color[0] = color[1] = color[2] = 1;
5124 light[0] = light[1] = light[2] = 1;light[3] = 300;
5125 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5135 if (!COM_ParseToken_Simple(&data, false, false))
5137 if (com_token[0] == '}')
5138 break; // end of entity
5139 if (com_token[0] == '_')
5140 strlcpy(key, com_token + 1, sizeof(key));
5142 strlcpy(key, com_token, sizeof(key));
5143 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5144 key[strlen(key)-1] = 0;
5145 if (!COM_ParseToken_Simple(&data, false, false))
5147 strlcpy(value, com_token, sizeof(value));
5149 // now that we have the key pair worked out...
5150 if (!strcmp("light", key))
5152 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5156 light[0] = vec[0] * (1.0f / 256.0f);
5157 light[1] = vec[0] * (1.0f / 256.0f);
5158 light[2] = vec[0] * (1.0f / 256.0f);
5164 light[0] = vec[0] * (1.0f / 255.0f);
5165 light[1] = vec[1] * (1.0f / 255.0f);
5166 light[2] = vec[2] * (1.0f / 255.0f);
5170 else if (!strcmp("delay", key))
5172 else if (!strcmp("origin", key))
5173 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5174 else if (!strcmp("angle", key))
5175 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5176 else if (!strcmp("angles", key))
5177 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5178 else if (!strcmp("color", key))
5179 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5180 else if (!strcmp("wait", key))
5181 fadescale = atof(value);
5182 else if (!strcmp("classname", key))
5184 if (!strncmp(value, "light", 5))
5187 if (!strcmp(value, "light_fluoro"))
5192 overridecolor[0] = 1;
5193 overridecolor[1] = 1;
5194 overridecolor[2] = 1;
5196 if (!strcmp(value, "light_fluorospark"))
5201 overridecolor[0] = 1;
5202 overridecolor[1] = 1;
5203 overridecolor[2] = 1;
5205 if (!strcmp(value, "light_globe"))
5210 overridecolor[0] = 1;
5211 overridecolor[1] = 0.8;
5212 overridecolor[2] = 0.4;
5214 if (!strcmp(value, "light_flame_large_yellow"))
5219 overridecolor[0] = 1;
5220 overridecolor[1] = 0.5;
5221 overridecolor[2] = 0.1;
5223 if (!strcmp(value, "light_flame_small_yellow"))
5228 overridecolor[0] = 1;
5229 overridecolor[1] = 0.5;
5230 overridecolor[2] = 0.1;
5232 if (!strcmp(value, "light_torch_small_white"))
5237 overridecolor[0] = 1;
5238 overridecolor[1] = 0.5;
5239 overridecolor[2] = 0.1;
5241 if (!strcmp(value, "light_torch_small_walltorch"))
5246 overridecolor[0] = 1;
5247 overridecolor[1] = 0.5;
5248 overridecolor[2] = 0.1;
5252 else if (!strcmp("style", key))
5253 style = atoi(value);
5254 else if (!strcmp("skin", key))
5255 skin = (int)atof(value);
5256 else if (!strcmp("pflags", key))
5257 pflags = (int)atof(value);
5258 //else if (!strcmp("effects", key))
5259 // effects = (int)atof(value);
5260 else if (cl.worldmodel->type == mod_brushq3)
5262 if (!strcmp("scale", key))
5263 lightscale = atof(value);
5264 if (!strcmp("fade", key))
5265 fadescale = atof(value);
5270 if (lightscale <= 0)
5274 if (color[0] == color[1] && color[0] == color[2])
5276 color[0] *= overridecolor[0];
5277 color[1] *= overridecolor[1];
5278 color[2] *= overridecolor[2];
5280 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5281 color[0] = color[0] * light[0];
5282 color[1] = color[1] * light[1];
5283 color[2] = color[2] * light[2];
5286 case LIGHTTYPE_MINUSX:
5288 case LIGHTTYPE_RECIPX:
5290 VectorScale(color, (1.0f / 16.0f), color);
5292 case LIGHTTYPE_RECIPXX:
5294 VectorScale(color, (1.0f / 16.0f), color);
5297 case LIGHTTYPE_NONE:
5301 case LIGHTTYPE_MINUSXX:
5304 VectorAdd(origin, originhack, origin);
5306 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);
5309 Mem_Free(entfiledata);
5313 void R_Shadow_SetCursorLocationForView(void)
5316 vec3_t dest, endpos;
5318 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5319 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5320 if (trace.fraction < 1)
5322 dist = trace.fraction * r_editlights_cursordistance.value;
5323 push = r_editlights_cursorpushback.value;
5327 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5328 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5332 VectorClear( endpos );
5334 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5335 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5336 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5339 void R_Shadow_UpdateWorldLightSelection(void)
5341 if (r_editlights.integer)
5343 R_Shadow_SetCursorLocationForView();
5344 R_Shadow_SelectLightInView();
5347 R_Shadow_SelectLight(NULL);
5350 void R_Shadow_EditLights_Clear_f(void)
5352 R_Shadow_ClearWorldLights();
5355 void R_Shadow_EditLights_Reload_f(void)
5359 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5360 R_Shadow_ClearWorldLights();
5361 R_Shadow_LoadWorldLights();
5362 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5364 R_Shadow_LoadLightsFile();
5365 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5366 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5370 void R_Shadow_EditLights_Save_f(void)
5374 R_Shadow_SaveWorldLights();
5377 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5379 R_Shadow_ClearWorldLights();
5380 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5383 void R_Shadow_EditLights_ImportLightsFile_f(void)
5385 R_Shadow_ClearWorldLights();
5386 R_Shadow_LoadLightsFile();
5389 void R_Shadow_EditLights_Spawn_f(void)
5392 if (!r_editlights.integer)
5394 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5397 if (Cmd_Argc() != 1)
5399 Con_Print("r_editlights_spawn does not take parameters\n");
5402 color[0] = color[1] = color[2] = 1;
5403 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5406 void R_Shadow_EditLights_Edit_f(void)
5408 vec3_t origin, angles, color;
5409 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5410 int style, shadows, flags, normalmode, realtimemode;
5411 char cubemapname[MAX_INPUTLINE];
5412 if (!r_editlights.integer)
5414 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5417 if (!r_shadow_selectedlight)
5419 Con_Print("No selected light.\n");
5422 VectorCopy(r_shadow_selectedlight->origin, origin);
5423 VectorCopy(r_shadow_selectedlight->angles, angles);
5424 VectorCopy(r_shadow_selectedlight->color, color);
5425 radius = r_shadow_selectedlight->radius;
5426 style = r_shadow_selectedlight->style;
5427 if (r_shadow_selectedlight->cubemapname)
5428 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5431 shadows = r_shadow_selectedlight->shadow;
5432 corona = r_shadow_selectedlight->corona;
5433 coronasizescale = r_shadow_selectedlight->coronasizescale;
5434 ambientscale = r_shadow_selectedlight->ambientscale;
5435 diffusescale = r_shadow_selectedlight->diffusescale;
5436 specularscale = r_shadow_selectedlight->specularscale;
5437 flags = r_shadow_selectedlight->flags;
5438 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5439 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5440 if (!strcmp(Cmd_Argv(1), "origin"))
5442 if (Cmd_Argc() != 5)
5444 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5447 origin[0] = atof(Cmd_Argv(2));
5448 origin[1] = atof(Cmd_Argv(3));
5449 origin[2] = atof(Cmd_Argv(4));
5451 else if (!strcmp(Cmd_Argv(1), "originx"))
5453 if (Cmd_Argc() != 3)
5455 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5458 origin[0] = atof(Cmd_Argv(2));
5460 else if (!strcmp(Cmd_Argv(1), "originy"))
5462 if (Cmd_Argc() != 3)
5464 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5467 origin[1] = atof(Cmd_Argv(2));
5469 else if (!strcmp(Cmd_Argv(1), "originz"))
5471 if (Cmd_Argc() != 3)
5473 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5476 origin[2] = atof(Cmd_Argv(2));
5478 else if (!strcmp(Cmd_Argv(1), "move"))
5480 if (Cmd_Argc() != 5)
5482 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5485 origin[0] += atof(Cmd_Argv(2));
5486 origin[1] += atof(Cmd_Argv(3));
5487 origin[2] += atof(Cmd_Argv(4));
5489 else if (!strcmp(Cmd_Argv(1), "movex"))
5491 if (Cmd_Argc() != 3)
5493 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5496 origin[0] += atof(Cmd_Argv(2));
5498 else if (!strcmp(Cmd_Argv(1), "movey"))
5500 if (Cmd_Argc() != 3)
5502 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5505 origin[1] += atof(Cmd_Argv(2));
5507 else if (!strcmp(Cmd_Argv(1), "movez"))
5509 if (Cmd_Argc() != 3)
5511 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5514 origin[2] += atof(Cmd_Argv(2));
5516 else if (!strcmp(Cmd_Argv(1), "angles"))
5518 if (Cmd_Argc() != 5)
5520 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5523 angles[0] = atof(Cmd_Argv(2));
5524 angles[1] = atof(Cmd_Argv(3));
5525 angles[2] = atof(Cmd_Argv(4));
5527 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5529 if (Cmd_Argc() != 3)
5531 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5534 angles[0] = atof(Cmd_Argv(2));
5536 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5538 if (Cmd_Argc() != 3)
5540 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5543 angles[1] = atof(Cmd_Argv(2));
5545 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5547 if (Cmd_Argc() != 3)
5549 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5552 angles[2] = atof(Cmd_Argv(2));
5554 else if (!strcmp(Cmd_Argv(1), "color"))
5556 if (Cmd_Argc() != 5)
5558 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5561 color[0] = atof(Cmd_Argv(2));
5562 color[1] = atof(Cmd_Argv(3));
5563 color[2] = atof(Cmd_Argv(4));
5565 else if (!strcmp(Cmd_Argv(1), "radius"))
5567 if (Cmd_Argc() != 3)
5569 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5572 radius = atof(Cmd_Argv(2));
5574 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5576 if (Cmd_Argc() == 3)
5578 double scale = atof(Cmd_Argv(2));
5585 if (Cmd_Argc() != 5)
5587 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5590 color[0] *= atof(Cmd_Argv(2));
5591 color[1] *= atof(Cmd_Argv(3));
5592 color[2] *= atof(Cmd_Argv(4));
5595 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5597 if (Cmd_Argc() != 3)
5599 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5602 radius *= atof(Cmd_Argv(2));
5604 else if (!strcmp(Cmd_Argv(1), "style"))
5606 if (Cmd_Argc() != 3)
5608 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5611 style = atoi(Cmd_Argv(2));
5613 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5617 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5620 if (Cmd_Argc() == 3)
5621 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5625 else if (!strcmp(Cmd_Argv(1), "shadows"))
5627 if (Cmd_Argc() != 3)
5629 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5632 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5634 else if (!strcmp(Cmd_Argv(1), "corona"))
5636 if (Cmd_Argc() != 3)
5638 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5641 corona = atof(Cmd_Argv(2));
5643 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5645 if (Cmd_Argc() != 3)
5647 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5650 coronasizescale = atof(Cmd_Argv(2));
5652 else if (!strcmp(Cmd_Argv(1), "ambient"))
5654 if (Cmd_Argc() != 3)
5656 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5659 ambientscale = atof(Cmd_Argv(2));
5661 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5663 if (Cmd_Argc() != 3)
5665 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5668 diffusescale = atof(Cmd_Argv(2));
5670 else if (!strcmp(Cmd_Argv(1), "specular"))
5672 if (Cmd_Argc() != 3)
5674 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5677 specularscale = atof(Cmd_Argv(2));
5679 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5681 if (Cmd_Argc() != 3)
5683 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5686 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5688 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5690 if (Cmd_Argc() != 3)
5692 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5695 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5699 Con_Print("usage: r_editlights_edit [property] [value]\n");
5700 Con_Print("Selected light's properties:\n");
5701 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5702 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5703 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5704 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5705 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5706 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5707 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5708 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5709 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5710 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5711 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5712 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5713 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5714 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5717 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5718 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5721 void R_Shadow_EditLights_EditAll_f(void)
5724 dlight_t *light, *oldselected;
5727 if (!r_editlights.integer)
5729 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5733 oldselected = r_shadow_selectedlight;
5734 // EditLights doesn't seem to have a "remove" command or something so:
5735 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5736 for (lightindex = 0;lightindex < range;lightindex++)
5738 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5741 R_Shadow_SelectLight(light);
5742 R_Shadow_EditLights_Edit_f();
5744 // return to old selected (to not mess editing once selection is locked)
5745 R_Shadow_SelectLight(oldselected);
5748 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5750 int lightnumber, lightcount;
5751 size_t lightindex, range;
5755 if (!r_editlights.integer)
5757 x = vid_conwidth.value - 240;
5759 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5762 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5763 for (lightindex = 0;lightindex < range;lightindex++)
5765 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5768 if (light == r_shadow_selectedlight)
5769 lightnumber = lightindex;
5772 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5773 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5775 if (r_shadow_selectedlight == NULL)
5777 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5778 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5779 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5780 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5781 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5782 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5783 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5784 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5785 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5786 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5787 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5788 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5789 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5790 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5791 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5794 void R_Shadow_EditLights_ToggleShadow_f(void)
5796 if (!r_editlights.integer)
5798 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5801 if (!r_shadow_selectedlight)
5803 Con_Print("No selected light.\n");
5806 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);
5809 void R_Shadow_EditLights_ToggleCorona_f(void)
5811 if (!r_editlights.integer)
5813 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5816 if (!r_shadow_selectedlight)
5818 Con_Print("No selected light.\n");
5821 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);
5824 void R_Shadow_EditLights_Remove_f(void)
5826 if (!r_editlights.integer)
5828 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5831 if (!r_shadow_selectedlight)
5833 Con_Print("No selected light.\n");
5836 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5837 r_shadow_selectedlight = NULL;
5840 void R_Shadow_EditLights_Help_f(void)
5843 "Documentation on r_editlights system:\n"
5845 "r_editlights : enable/disable editing mode\n"
5846 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5847 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5848 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5849 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5850 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5852 "r_editlights_help : this help\n"
5853 "r_editlights_clear : remove all lights\n"
5854 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5855 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5856 "r_editlights_save : save to .rtlights file\n"
5857 "r_editlights_spawn : create a light with default settings\n"
5858 "r_editlights_edit command : edit selected light - more documentation below\n"
5859 "r_editlights_remove : remove selected light\n"
5860 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5861 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5862 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5864 "origin x y z : set light location\n"
5865 "originx x: set x component of light location\n"
5866 "originy y: set y component of light location\n"
5867 "originz z: set z component of light location\n"
5868 "move x y z : adjust light location\n"
5869 "movex x: adjust x component of light location\n"
5870 "movey y: adjust y component of light location\n"
5871 "movez z: adjust z component of light location\n"
5872 "angles x y z : set light angles\n"
5873 "anglesx x: set x component of light angles\n"
5874 "anglesy y: set y component of light angles\n"
5875 "anglesz z: set z component of light angles\n"
5876 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5877 "radius radius : set radius (size) of light\n"
5878 "colorscale grey : multiply color of light (1 does nothing)\n"
5879 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5880 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5881 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5882 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5883 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5884 "shadows 1/0 : turn on/off shadows\n"
5885 "corona n : set corona intensity\n"
5886 "coronasize n : set corona size (0-1)\n"
5887 "ambient n : set ambient intensity (0-1)\n"
5888 "diffuse n : set diffuse intensity (0-1)\n"
5889 "specular n : set specular intensity (0-1)\n"
5890 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5891 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5892 "<nothing> : print light properties to console\n"
5896 void R_Shadow_EditLights_CopyInfo_f(void)
5898 if (!r_editlights.integer)
5900 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5903 if (!r_shadow_selectedlight)
5905 Con_Print("No selected light.\n");
5908 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5909 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5910 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5911 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5912 if (r_shadow_selectedlight->cubemapname)
5913 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5915 r_shadow_bufferlight.cubemapname[0] = 0;
5916 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5917 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5918 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5919 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5920 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5921 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5922 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5925 void R_Shadow_EditLights_PasteInfo_f(void)
5927 if (!r_editlights.integer)
5929 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5932 if (!r_shadow_selectedlight)
5934 Con_Print("No selected light.\n");
5937 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);
5940 void R_Shadow_EditLights_Lock_f(void)
5942 if (!r_editlights.integer)
5944 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
5947 if (r_editlights_lockcursor)
5949 r_editlights_lockcursor = false;
5952 if (!r_shadow_selectedlight)
5954 Con_Print("No selected light to lock on.\n");
5957 r_editlights_lockcursor = true;
5960 void R_Shadow_EditLights_Init(void)
5962 Cvar_RegisterVariable(&r_editlights);
5963 Cvar_RegisterVariable(&r_editlights_cursordistance);
5964 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5965 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5966 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5967 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5968 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5969 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5970 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)");
5971 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5972 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5973 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5974 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)");
5975 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5976 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5977 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5978 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5979 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5980 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5981 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)");
5982 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
5988 =============================================================================
5992 =============================================================================
5995 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5997 VectorClear(diffusecolor);
5998 VectorClear(diffusenormal);
6000 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6002 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6003 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6006 VectorSet(ambientcolor, 1, 1, 1);
6013 for (i = 0;i < r_refdef.scene.numlights;i++)
6015 light = r_refdef.scene.lights[i];
6016 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6017 f = 1 - VectorLength2(v);
6018 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6019 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);