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"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
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_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 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"};
273 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"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 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"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //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"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 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)"};
281 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"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 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)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 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)"};
297 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"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 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"};
301 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)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 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)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 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)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 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"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 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)"};
321 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)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
324 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
325 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
326 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
327 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
328 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
329 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
330 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
331 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
332 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
333 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
334 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
335 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
336 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
337 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
338 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
341 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
342 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
343 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
344 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
345 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
346 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
347 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
348 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
349 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
350 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
351 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
352 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
353 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
354 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
355 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
357 typedef struct r_shadow_bouncegrid_settings_s
360 qboolean bounceanglediffuse;
361 qboolean directionalshading;
362 float dlightparticlemultiplier;
364 float lightradiusscale;
366 float particlebounceintensity;
367 float particleintensity;
372 r_shadow_bouncegrid_settings_t;
374 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
375 rtexture_t *r_shadow_bouncegridtexture;
376 matrix4x4_t r_shadow_bouncegridmatrix;
377 vec_t r_shadow_bouncegridintensity;
378 qboolean r_shadow_bouncegriddirectional;
379 static double r_shadow_bouncegridtime;
380 static int r_shadow_bouncegridresolution[3];
381 static int r_shadow_bouncegridnumpixels;
382 static unsigned char *r_shadow_bouncegridpixels;
383 static float *r_shadow_bouncegridhighpixels;
385 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
386 #define ATTENTABLESIZE 256
387 // 1D gradient, 2D circle and 3D sphere attenuation textures
388 #define ATTEN1DSIZE 32
389 #define ATTEN2DSIZE 64
390 #define ATTEN3DSIZE 32
392 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
393 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
394 static float r_shadow_attentable[ATTENTABLESIZE+1];
396 rtlight_t *r_shadow_compilingrtlight;
397 static memexpandablearray_t r_shadow_worldlightsarray;
398 dlight_t *r_shadow_selectedlight;
399 dlight_t r_shadow_bufferlight;
400 vec3_t r_editlights_cursorlocation;
401 qboolean r_editlights_lockcursor;
403 extern int con_vislines;
405 void R_Shadow_UncompileWorldLights(void);
406 void R_Shadow_ClearWorldLights(void);
407 void R_Shadow_SaveWorldLights(void);
408 void R_Shadow_LoadWorldLights(void);
409 void R_Shadow_LoadLightsFile(void);
410 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
411 void R_Shadow_EditLights_Reload_f(void);
412 void R_Shadow_ValidateCvars(void);
413 static void R_Shadow_MakeTextures(void);
415 #define EDLIGHTSPRSIZE 8
416 skinframe_t *r_editlights_sprcursor;
417 skinframe_t *r_editlights_sprlight;
418 skinframe_t *r_editlights_sprnoshadowlight;
419 skinframe_t *r_editlights_sprcubemaplight;
420 skinframe_t *r_editlights_sprcubemapnoshadowlight;
421 skinframe_t *r_editlights_sprselection;
423 void R_Shadow_SetShadowMode(void)
425 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
426 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
427 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
428 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
429 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
430 r_shadow_shadowmaplod = -1;
431 r_shadow_shadowmapsize = 0;
432 r_shadow_shadowmapsampler = false;
433 r_shadow_shadowmappcf = 0;
434 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
435 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
437 switch(vid.renderpath)
439 case RENDERPATH_GL20:
440 if(r_shadow_shadowmapfilterquality < 0)
442 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
443 r_shadow_shadowmappcf = 1;
444 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
446 r_shadow_shadowmapsampler = vid.support.arb_shadow;
447 r_shadow_shadowmappcf = 1;
449 else if(strstr(gl_vendor, "ATI"))
450 r_shadow_shadowmappcf = 1;
452 r_shadow_shadowmapsampler = vid.support.arb_shadow;
456 switch (r_shadow_shadowmapfilterquality)
459 r_shadow_shadowmapsampler = vid.support.arb_shadow;
462 r_shadow_shadowmapsampler = vid.support.arb_shadow;
463 r_shadow_shadowmappcf = 1;
466 r_shadow_shadowmappcf = 1;
469 r_shadow_shadowmappcf = 2;
473 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
475 case RENDERPATH_D3D9:
476 case RENDERPATH_D3D10:
477 case RENDERPATH_D3D11:
478 case RENDERPATH_SOFT:
479 r_shadow_shadowmapsampler = false;
480 r_shadow_shadowmappcf = 1;
481 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
483 case RENDERPATH_GL13:
485 case RENDERPATH_GL11:
487 case RENDERPATH_GLES2:
493 qboolean R_Shadow_ShadowMappingEnabled(void)
495 switch (r_shadow_shadowmode)
497 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
504 void R_Shadow_FreeShadowMaps(void)
506 R_Shadow_SetShadowMode();
508 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
512 if (r_shadow_shadowmap2dtexture)
513 R_FreeTexture(r_shadow_shadowmap2dtexture);
514 r_shadow_shadowmap2dtexture = NULL;
516 if (r_shadow_shadowmap2dcolortexture)
517 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
518 r_shadow_shadowmap2dcolortexture = NULL;
520 if (r_shadow_shadowmapvsdcttexture)
521 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
522 r_shadow_shadowmapvsdcttexture = NULL;
525 void r_shadow_start(void)
527 // allocate vertex processing arrays
528 r_shadow_bouncegridpixels = NULL;
529 r_shadow_bouncegridhighpixels = NULL;
530 r_shadow_bouncegridnumpixels = 0;
531 r_shadow_bouncegridtexture = NULL;
532 r_shadow_bouncegriddirectional = false;
533 r_shadow_attenuationgradienttexture = NULL;
534 r_shadow_attenuation2dtexture = NULL;
535 r_shadow_attenuation3dtexture = NULL;
536 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
537 r_shadow_shadowmap2dtexture = NULL;
538 r_shadow_shadowmap2dcolortexture = NULL;
539 r_shadow_shadowmapvsdcttexture = NULL;
540 r_shadow_shadowmapmaxsize = 0;
541 r_shadow_shadowmapsize = 0;
542 r_shadow_shadowmaplod = 0;
543 r_shadow_shadowmapfilterquality = -1;
544 r_shadow_shadowmapdepthbits = 0;
545 r_shadow_shadowmapvsdct = false;
546 r_shadow_shadowmapsampler = false;
547 r_shadow_shadowmappcf = 0;
550 R_Shadow_FreeShadowMaps();
552 r_shadow_texturepool = NULL;
553 r_shadow_filters_texturepool = NULL;
554 R_Shadow_ValidateCvars();
555 R_Shadow_MakeTextures();
556 maxshadowtriangles = 0;
557 shadowelements = NULL;
558 maxshadowvertices = 0;
559 shadowvertex3f = NULL;
567 shadowmarklist = NULL;
572 shadowsideslist = NULL;
573 r_shadow_buffer_numleafpvsbytes = 0;
574 r_shadow_buffer_visitingleafpvs = NULL;
575 r_shadow_buffer_leafpvs = NULL;
576 r_shadow_buffer_leaflist = NULL;
577 r_shadow_buffer_numsurfacepvsbytes = 0;
578 r_shadow_buffer_surfacepvs = NULL;
579 r_shadow_buffer_surfacelist = NULL;
580 r_shadow_buffer_surfacesides = NULL;
581 r_shadow_buffer_numshadowtrispvsbytes = 0;
582 r_shadow_buffer_shadowtrispvs = NULL;
583 r_shadow_buffer_numlighttrispvsbytes = 0;
584 r_shadow_buffer_lighttrispvs = NULL;
586 r_shadow_usingdeferredprepass = false;
587 r_shadow_prepass_width = r_shadow_prepass_height = 0;
590 static void R_Shadow_FreeDeferred(void);
591 void r_shadow_shutdown(void)
594 R_Shadow_UncompileWorldLights();
596 R_Shadow_FreeShadowMaps();
598 r_shadow_usingdeferredprepass = false;
599 if (r_shadow_prepass_width)
600 R_Shadow_FreeDeferred();
601 r_shadow_prepass_width = r_shadow_prepass_height = 0;
604 r_shadow_bouncegridtexture = NULL;
605 r_shadow_bouncegridpixels = NULL;
606 r_shadow_bouncegridhighpixels = NULL;
607 r_shadow_bouncegridnumpixels = 0;
608 r_shadow_bouncegriddirectional = false;
609 r_shadow_attenuationgradienttexture = NULL;
610 r_shadow_attenuation2dtexture = NULL;
611 r_shadow_attenuation3dtexture = NULL;
612 R_FreeTexturePool(&r_shadow_texturepool);
613 R_FreeTexturePool(&r_shadow_filters_texturepool);
614 maxshadowtriangles = 0;
616 Mem_Free(shadowelements);
617 shadowelements = NULL;
619 Mem_Free(shadowvertex3f);
620 shadowvertex3f = NULL;
623 Mem_Free(vertexupdate);
626 Mem_Free(vertexremap);
632 Mem_Free(shadowmark);
635 Mem_Free(shadowmarklist);
636 shadowmarklist = NULL;
641 Mem_Free(shadowsides);
644 Mem_Free(shadowsideslist);
645 shadowsideslist = NULL;
646 r_shadow_buffer_numleafpvsbytes = 0;
647 if (r_shadow_buffer_visitingleafpvs)
648 Mem_Free(r_shadow_buffer_visitingleafpvs);
649 r_shadow_buffer_visitingleafpvs = NULL;
650 if (r_shadow_buffer_leafpvs)
651 Mem_Free(r_shadow_buffer_leafpvs);
652 r_shadow_buffer_leafpvs = NULL;
653 if (r_shadow_buffer_leaflist)
654 Mem_Free(r_shadow_buffer_leaflist);
655 r_shadow_buffer_leaflist = NULL;
656 r_shadow_buffer_numsurfacepvsbytes = 0;
657 if (r_shadow_buffer_surfacepvs)
658 Mem_Free(r_shadow_buffer_surfacepvs);
659 r_shadow_buffer_surfacepvs = NULL;
660 if (r_shadow_buffer_surfacelist)
661 Mem_Free(r_shadow_buffer_surfacelist);
662 r_shadow_buffer_surfacelist = NULL;
663 if (r_shadow_buffer_surfacesides)
664 Mem_Free(r_shadow_buffer_surfacesides);
665 r_shadow_buffer_surfacesides = NULL;
666 r_shadow_buffer_numshadowtrispvsbytes = 0;
667 if (r_shadow_buffer_shadowtrispvs)
668 Mem_Free(r_shadow_buffer_shadowtrispvs);
669 r_shadow_buffer_numlighttrispvsbytes = 0;
670 if (r_shadow_buffer_lighttrispvs)
671 Mem_Free(r_shadow_buffer_lighttrispvs);
674 void r_shadow_newmap(void)
676 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
677 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
678 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
679 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
680 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
681 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
682 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
683 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
684 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
685 R_Shadow_EditLights_Reload_f();
688 void R_Shadow_Init(void)
690 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
691 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
692 Cvar_RegisterVariable(&r_shadow_usebihculling);
693 Cvar_RegisterVariable(&r_shadow_usenormalmap);
694 Cvar_RegisterVariable(&r_shadow_debuglight);
695 Cvar_RegisterVariable(&r_shadow_deferred);
696 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
697 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
698 Cvar_RegisterVariable(&r_shadow_gloss);
699 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
700 Cvar_RegisterVariable(&r_shadow_glossintensity);
701 Cvar_RegisterVariable(&r_shadow_glossexponent);
702 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
703 Cvar_RegisterVariable(&r_shadow_glossexact);
704 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
705 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
706 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
707 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
708 Cvar_RegisterVariable(&r_shadow_projectdistance);
709 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
710 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
711 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
712 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
713 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
714 Cvar_RegisterVariable(&r_shadow_realtime_world);
715 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
716 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
717 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
718 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
719 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
720 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
721 Cvar_RegisterVariable(&r_shadow_scissor);
722 Cvar_RegisterVariable(&r_shadow_shadowmapping);
723 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
724 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
725 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
726 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
727 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
728 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
729 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
730 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
734 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
735 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
736 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
737 Cvar_RegisterVariable(&r_shadow_polygonfactor);
738 Cvar_RegisterVariable(&r_shadow_polygonoffset);
739 Cvar_RegisterVariable(&r_shadow_texture3d);
740 Cvar_RegisterVariable(&r_shadow_bouncegrid);
741 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
742 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
743 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
744 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
745 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
746 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
747 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
762 Cvar_RegisterVariable(&r_coronas);
763 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
764 Cvar_RegisterVariable(&r_coronas_occlusionquery);
765 Cvar_RegisterVariable(&gl_flashblend);
766 Cvar_RegisterVariable(&gl_ext_separatestencil);
767 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
768 R_Shadow_EditLights_Init();
769 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
770 maxshadowtriangles = 0;
771 shadowelements = NULL;
772 maxshadowvertices = 0;
773 shadowvertex3f = NULL;
781 shadowmarklist = NULL;
786 shadowsideslist = NULL;
787 r_shadow_buffer_numleafpvsbytes = 0;
788 r_shadow_buffer_visitingleafpvs = NULL;
789 r_shadow_buffer_leafpvs = NULL;
790 r_shadow_buffer_leaflist = NULL;
791 r_shadow_buffer_numsurfacepvsbytes = 0;
792 r_shadow_buffer_surfacepvs = NULL;
793 r_shadow_buffer_surfacelist = NULL;
794 r_shadow_buffer_surfacesides = NULL;
795 r_shadow_buffer_shadowtrispvs = NULL;
796 r_shadow_buffer_lighttrispvs = NULL;
797 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
800 matrix4x4_t matrix_attenuationxyz =
803 {0.5, 0.0, 0.0, 0.5},
804 {0.0, 0.5, 0.0, 0.5},
805 {0.0, 0.0, 0.5, 0.5},
810 matrix4x4_t matrix_attenuationz =
813 {0.0, 0.0, 0.5, 0.5},
814 {0.0, 0.0, 0.0, 0.5},
815 {0.0, 0.0, 0.0, 0.5},
820 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
822 numvertices = ((numvertices + 255) & ~255) * vertscale;
823 numtriangles = ((numtriangles + 255) & ~255) * triscale;
824 // make sure shadowelements is big enough for this volume
825 if (maxshadowtriangles < numtriangles)
827 maxshadowtriangles = numtriangles;
829 Mem_Free(shadowelements);
830 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
832 // make sure shadowvertex3f is big enough for this volume
833 if (maxshadowvertices < numvertices)
835 maxshadowvertices = numvertices;
837 Mem_Free(shadowvertex3f);
838 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
842 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
844 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
845 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
846 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
847 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
848 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
850 if (r_shadow_buffer_visitingleafpvs)
851 Mem_Free(r_shadow_buffer_visitingleafpvs);
852 if (r_shadow_buffer_leafpvs)
853 Mem_Free(r_shadow_buffer_leafpvs);
854 if (r_shadow_buffer_leaflist)
855 Mem_Free(r_shadow_buffer_leaflist);
856 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
857 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
858 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
859 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
861 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
863 if (r_shadow_buffer_surfacepvs)
864 Mem_Free(r_shadow_buffer_surfacepvs);
865 if (r_shadow_buffer_surfacelist)
866 Mem_Free(r_shadow_buffer_surfacelist);
867 if (r_shadow_buffer_surfacesides)
868 Mem_Free(r_shadow_buffer_surfacesides);
869 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
870 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
871 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
872 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
874 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
876 if (r_shadow_buffer_shadowtrispvs)
877 Mem_Free(r_shadow_buffer_shadowtrispvs);
878 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
879 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
881 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
883 if (r_shadow_buffer_lighttrispvs)
884 Mem_Free(r_shadow_buffer_lighttrispvs);
885 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
886 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
890 void R_Shadow_PrepareShadowMark(int numtris)
892 // make sure shadowmark is big enough for this volume
893 if (maxshadowmark < numtris)
895 maxshadowmark = numtris;
897 Mem_Free(shadowmark);
899 Mem_Free(shadowmarklist);
900 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
901 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
905 // if shadowmarkcount wrapped we clear the array and adjust accordingly
906 if (shadowmarkcount == 0)
909 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
914 void R_Shadow_PrepareShadowSides(int numtris)
916 if (maxshadowsides < numtris)
918 maxshadowsides = numtris;
920 Mem_Free(shadowsides);
922 Mem_Free(shadowsideslist);
923 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
924 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
929 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)
932 int outtriangles = 0, outvertices = 0;
935 float ratio, direction[3], projectvector[3];
937 if (projectdirection)
938 VectorScale(projectdirection, projectdistance, projectvector);
940 VectorClear(projectvector);
942 // create the vertices
943 if (projectdirection)
945 for (i = 0;i < numshadowmarktris;i++)
947 element = inelement3i + shadowmarktris[i] * 3;
948 for (j = 0;j < 3;j++)
950 if (vertexupdate[element[j]] != vertexupdatenum)
952 vertexupdate[element[j]] = vertexupdatenum;
953 vertexremap[element[j]] = outvertices;
954 vertex = invertex3f + element[j] * 3;
955 // project one copy of the vertex according to projectvector
956 VectorCopy(vertex, outvertex3f);
957 VectorAdd(vertex, projectvector, (outvertex3f + 3));
966 for (i = 0;i < numshadowmarktris;i++)
968 element = inelement3i + shadowmarktris[i] * 3;
969 for (j = 0;j < 3;j++)
971 if (vertexupdate[element[j]] != vertexupdatenum)
973 vertexupdate[element[j]] = vertexupdatenum;
974 vertexremap[element[j]] = outvertices;
975 vertex = invertex3f + element[j] * 3;
976 // project one copy of the vertex to the sphere radius of the light
977 // (FIXME: would projecting it to the light box be better?)
978 VectorSubtract(vertex, projectorigin, direction);
979 ratio = projectdistance / VectorLength(direction);
980 VectorCopy(vertex, outvertex3f);
981 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
989 if (r_shadow_frontsidecasting.integer)
991 for (i = 0;i < numshadowmarktris;i++)
993 int remappedelement[3];
995 const int *neighbortriangle;
997 markindex = shadowmarktris[i] * 3;
998 element = inelement3i + markindex;
999 neighbortriangle = inneighbor3i + markindex;
1000 // output the front and back triangles
1001 outelement3i[0] = vertexremap[element[0]];
1002 outelement3i[1] = vertexremap[element[1]];
1003 outelement3i[2] = vertexremap[element[2]];
1004 outelement3i[3] = vertexremap[element[2]] + 1;
1005 outelement3i[4] = vertexremap[element[1]] + 1;
1006 outelement3i[5] = vertexremap[element[0]] + 1;
1010 // output the sides (facing outward from this triangle)
1011 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1013 remappedelement[0] = vertexremap[element[0]];
1014 remappedelement[1] = vertexremap[element[1]];
1015 outelement3i[0] = remappedelement[1];
1016 outelement3i[1] = remappedelement[0];
1017 outelement3i[2] = remappedelement[0] + 1;
1018 outelement3i[3] = remappedelement[1];
1019 outelement3i[4] = remappedelement[0] + 1;
1020 outelement3i[5] = remappedelement[1] + 1;
1025 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1027 remappedelement[1] = vertexremap[element[1]];
1028 remappedelement[2] = vertexremap[element[2]];
1029 outelement3i[0] = remappedelement[2];
1030 outelement3i[1] = remappedelement[1];
1031 outelement3i[2] = remappedelement[1] + 1;
1032 outelement3i[3] = remappedelement[2];
1033 outelement3i[4] = remappedelement[1] + 1;
1034 outelement3i[5] = remappedelement[2] + 1;
1039 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1041 remappedelement[0] = vertexremap[element[0]];
1042 remappedelement[2] = vertexremap[element[2]];
1043 outelement3i[0] = remappedelement[0];
1044 outelement3i[1] = remappedelement[2];
1045 outelement3i[2] = remappedelement[2] + 1;
1046 outelement3i[3] = remappedelement[0];
1047 outelement3i[4] = remappedelement[2] + 1;
1048 outelement3i[5] = remappedelement[0] + 1;
1057 for (i = 0;i < numshadowmarktris;i++)
1059 int remappedelement[3];
1061 const int *neighbortriangle;
1063 markindex = shadowmarktris[i] * 3;
1064 element = inelement3i + markindex;
1065 neighbortriangle = inneighbor3i + markindex;
1066 // output the front and back triangles
1067 outelement3i[0] = vertexremap[element[2]];
1068 outelement3i[1] = vertexremap[element[1]];
1069 outelement3i[2] = vertexremap[element[0]];
1070 outelement3i[3] = vertexremap[element[0]] + 1;
1071 outelement3i[4] = vertexremap[element[1]] + 1;
1072 outelement3i[5] = vertexremap[element[2]] + 1;
1076 // output the sides (facing outward from this triangle)
1077 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1079 remappedelement[0] = vertexremap[element[0]];
1080 remappedelement[1] = vertexremap[element[1]];
1081 outelement3i[0] = remappedelement[0];
1082 outelement3i[1] = remappedelement[1];
1083 outelement3i[2] = remappedelement[1] + 1;
1084 outelement3i[3] = remappedelement[0];
1085 outelement3i[4] = remappedelement[1] + 1;
1086 outelement3i[5] = remappedelement[0] + 1;
1091 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1093 remappedelement[1] = vertexremap[element[1]];
1094 remappedelement[2] = vertexremap[element[2]];
1095 outelement3i[0] = remappedelement[1];
1096 outelement3i[1] = remappedelement[2];
1097 outelement3i[2] = remappedelement[2] + 1;
1098 outelement3i[3] = remappedelement[1];
1099 outelement3i[4] = remappedelement[2] + 1;
1100 outelement3i[5] = remappedelement[1] + 1;
1105 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1107 remappedelement[0] = vertexremap[element[0]];
1108 remappedelement[2] = vertexremap[element[2]];
1109 outelement3i[0] = remappedelement[2];
1110 outelement3i[1] = remappedelement[0];
1111 outelement3i[2] = remappedelement[0] + 1;
1112 outelement3i[3] = remappedelement[2];
1113 outelement3i[4] = remappedelement[0] + 1;
1114 outelement3i[5] = remappedelement[2] + 1;
1122 *outnumvertices = outvertices;
1123 return outtriangles;
1126 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)
1129 int outtriangles = 0, outvertices = 0;
1131 const float *vertex;
1132 float ratio, direction[3], projectvector[3];
1135 if (projectdirection)
1136 VectorScale(projectdirection, projectdistance, projectvector);
1138 VectorClear(projectvector);
1140 for (i = 0;i < numshadowmarktris;i++)
1142 int remappedelement[3];
1144 const int *neighbortriangle;
1146 markindex = shadowmarktris[i] * 3;
1147 neighbortriangle = inneighbor3i + markindex;
1148 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1149 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1150 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1151 if (side[0] + side[1] + side[2] == 0)
1155 element = inelement3i + markindex;
1157 // create the vertices
1158 for (j = 0;j < 3;j++)
1160 if (side[j] + side[j+1] == 0)
1163 if (vertexupdate[k] != vertexupdatenum)
1165 vertexupdate[k] = vertexupdatenum;
1166 vertexremap[k] = outvertices;
1167 vertex = invertex3f + k * 3;
1168 VectorCopy(vertex, outvertex3f);
1169 if (projectdirection)
1171 // project one copy of the vertex according to projectvector
1172 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1176 // project one copy of the vertex to the sphere radius of the light
1177 // (FIXME: would projecting it to the light box be better?)
1178 VectorSubtract(vertex, projectorigin, direction);
1179 ratio = projectdistance / VectorLength(direction);
1180 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1187 // output the sides (facing outward from this triangle)
1190 remappedelement[0] = vertexremap[element[0]];
1191 remappedelement[1] = vertexremap[element[1]];
1192 outelement3i[0] = remappedelement[1];
1193 outelement3i[1] = remappedelement[0];
1194 outelement3i[2] = remappedelement[0] + 1;
1195 outelement3i[3] = remappedelement[1];
1196 outelement3i[4] = remappedelement[0] + 1;
1197 outelement3i[5] = remappedelement[1] + 1;
1204 remappedelement[1] = vertexremap[element[1]];
1205 remappedelement[2] = vertexremap[element[2]];
1206 outelement3i[0] = remappedelement[2];
1207 outelement3i[1] = remappedelement[1];
1208 outelement3i[2] = remappedelement[1] + 1;
1209 outelement3i[3] = remappedelement[2];
1210 outelement3i[4] = remappedelement[1] + 1;
1211 outelement3i[5] = remappedelement[2] + 1;
1218 remappedelement[0] = vertexremap[element[0]];
1219 remappedelement[2] = vertexremap[element[2]];
1220 outelement3i[0] = remappedelement[0];
1221 outelement3i[1] = remappedelement[2];
1222 outelement3i[2] = remappedelement[2] + 1;
1223 outelement3i[3] = remappedelement[0];
1224 outelement3i[4] = remappedelement[2] + 1;
1225 outelement3i[5] = remappedelement[0] + 1;
1232 *outnumvertices = outvertices;
1233 return outtriangles;
1236 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)
1242 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1244 tend = firsttriangle + numtris;
1245 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1247 // surface box entirely inside light box, no box cull
1248 if (projectdirection)
1250 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1252 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1253 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1254 shadowmarklist[numshadowmark++] = t;
1259 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1261 shadowmarklist[numshadowmark++] = t;
1266 // surface box not entirely inside light box, cull each triangle
1267 if (projectdirection)
1269 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1271 v[0] = invertex3f + e[0] * 3;
1272 v[1] = invertex3f + e[1] * 3;
1273 v[2] = invertex3f + e[2] * 3;
1274 TriangleNormal(v[0], v[1], v[2], normal);
1275 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1276 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1277 shadowmarklist[numshadowmark++] = t;
1282 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1284 v[0] = invertex3f + e[0] * 3;
1285 v[1] = invertex3f + e[1] * 3;
1286 v[2] = invertex3f + e[2] * 3;
1287 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1288 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1289 shadowmarklist[numshadowmark++] = t;
1295 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1300 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1302 // check if the shadow volume intersects the near plane
1304 // a ray between the eye and light origin may intersect the caster,
1305 // indicating that the shadow may touch the eye location, however we must
1306 // test the near plane (a polygon), not merely the eye location, so it is
1307 // easiest to enlarge the caster bounding shape slightly for this.
1313 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)
1315 int i, tris, outverts;
1316 if (projectdistance < 0.1)
1318 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1321 if (!numverts || !nummarktris)
1323 // make sure shadowelements is big enough for this volume
1324 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1325 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1327 if (maxvertexupdate < numverts)
1329 maxvertexupdate = numverts;
1331 Mem_Free(vertexupdate);
1333 Mem_Free(vertexremap);
1334 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1335 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1336 vertexupdatenum = 0;
1339 if (vertexupdatenum == 0)
1341 vertexupdatenum = 1;
1342 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1343 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1346 for (i = 0;i < nummarktris;i++)
1347 shadowmark[marktris[i]] = shadowmarkcount;
1349 if (r_shadow_compilingrtlight)
1351 // if we're compiling an rtlight, capture the mesh
1352 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1353 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1354 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1355 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1357 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1359 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1360 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1361 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1365 // decide which type of shadow to generate and set stencil mode
1366 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1367 // generate the sides or a solid volume, depending on type
1368 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1369 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1371 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1372 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1373 r_refdef.stats.lights_shadowtriangles += tris;
1374 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1376 // increment stencil if frontface is infront of depthbuffer
1377 GL_CullFace(r_refdef.view.cullface_front);
1378 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1379 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1380 // decrement stencil if backface is infront of depthbuffer
1381 GL_CullFace(r_refdef.view.cullface_back);
1382 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1384 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1386 // decrement stencil if backface is behind depthbuffer
1387 GL_CullFace(r_refdef.view.cullface_front);
1388 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1389 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1390 // increment stencil if frontface is behind depthbuffer
1391 GL_CullFace(r_refdef.view.cullface_back);
1392 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1394 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1395 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1399 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1401 // p1, p2, p3 are in the cubemap's local coordinate system
1402 // bias = border/(size - border)
1405 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1406 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1407 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1408 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1410 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1411 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1412 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1413 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1415 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1416 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1417 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1419 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1420 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1421 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1422 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1424 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1425 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1426 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1427 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1429 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1430 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1431 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1433 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1435 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1436 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1438 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1439 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1440 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1441 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1443 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1444 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1445 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1450 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1452 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1453 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1456 VectorSubtract(maxs, mins, radius);
1457 VectorScale(radius, 0.5f, radius);
1458 VectorAdd(mins, radius, center);
1459 Matrix4x4_Transform(worldtolight, center, lightcenter);
1460 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1461 VectorSubtract(lightcenter, lightradius, pmin);
1462 VectorAdd(lightcenter, lightradius, pmax);
1464 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1465 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1466 if(ap1 > bias*an1 && ap2 > bias*an2)
1468 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1469 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470 if(an1 > bias*ap1 && an2 > bias*ap2)
1472 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1473 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1475 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1476 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1477 if(ap1 > bias*an1 && ap2 > bias*an2)
1479 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1480 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1481 if(an1 > bias*ap1 && an2 > bias*ap2)
1483 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1484 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1486 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1487 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1488 if(ap1 > bias*an1 && ap2 > bias*an2)
1490 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1491 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1492 if(an1 > bias*ap1 && an2 > bias*ap2)
1494 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1495 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1500 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1502 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1504 // p is in the cubemap's local coordinate system
1505 // bias = border/(size - border)
1506 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1507 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1508 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1510 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1511 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1512 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1513 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1514 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1515 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1519 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1523 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1524 float scale = (size - 2*border)/size, len;
1525 float bias = border / (float)(size - border), dp, dn, ap, an;
1526 // check if cone enclosing side would cross frustum plane
1527 scale = 2 / (scale*scale + 2);
1528 for (i = 0;i < 5;i++)
1530 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1532 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1533 len = scale*VectorLength2(n);
1534 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1535 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1536 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1538 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1540 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1541 len = scale*VectorLength(n);
1542 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1543 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1544 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1546 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1547 // check if frustum corners/origin cross plane sides
1549 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1550 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1551 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1552 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1553 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1554 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1555 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1556 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1557 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1558 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1559 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1560 for (i = 0;i < 4;i++)
1562 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1563 VectorSubtract(n, p, n);
1564 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1565 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1566 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1567 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1568 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1569 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1570 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1571 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1572 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1575 // finite version, assumes corners are a finite distance from origin dependent on far plane
1576 for (i = 0;i < 5;i++)
1578 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1579 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1590 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1593 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)
1601 int mask, surfacemask = 0;
1602 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1604 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1605 tend = firsttriangle + numtris;
1606 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1608 // surface box entirely inside light box, no box cull
1609 if (projectdirection)
1611 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1613 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1614 TriangleNormal(v[0], v[1], v[2], normal);
1615 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1617 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1618 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1619 surfacemask |= mask;
1622 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;
1623 shadowsides[numshadowsides] = mask;
1624 shadowsideslist[numshadowsides++] = t;
1631 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1633 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1634 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1636 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1637 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1638 surfacemask |= mask;
1641 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;
1642 shadowsides[numshadowsides] = mask;
1643 shadowsideslist[numshadowsides++] = t;
1651 // surface box not entirely inside light box, cull each triangle
1652 if (projectdirection)
1654 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1656 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1657 TriangleNormal(v[0], v[1], v[2], normal);
1658 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1659 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1661 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1662 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1663 surfacemask |= mask;
1666 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;
1667 shadowsides[numshadowsides] = mask;
1668 shadowsideslist[numshadowsides++] = t;
1675 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1677 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1678 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1679 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1681 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1682 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1683 surfacemask |= mask;
1686 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;
1687 shadowsides[numshadowsides] = mask;
1688 shadowsideslist[numshadowsides++] = t;
1697 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)
1699 int i, j, outtriangles = 0;
1700 int *outelement3i[6];
1701 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1703 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1704 // make sure shadowelements is big enough for this mesh
1705 if (maxshadowtriangles < outtriangles)
1706 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1708 // compute the offset and size of the separate index lists for each cubemap side
1710 for (i = 0;i < 6;i++)
1712 outelement3i[i] = shadowelements + outtriangles * 3;
1713 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1714 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1715 outtriangles += sidetotals[i];
1718 // gather up the (sparse) triangles into separate index lists for each cubemap side
1719 for (i = 0;i < numsidetris;i++)
1721 const int *element = elements + sidetris[i] * 3;
1722 for (j = 0;j < 6;j++)
1724 if (sides[i] & (1 << j))
1726 outelement3i[j][0] = element[0];
1727 outelement3i[j][1] = element[1];
1728 outelement3i[j][2] = element[2];
1729 outelement3i[j] += 3;
1734 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1737 static void R_Shadow_MakeTextures_MakeCorona(void)
1741 unsigned char pixels[32][32][4];
1742 for (y = 0;y < 32;y++)
1744 dy = (y - 15.5f) * (1.0f / 16.0f);
1745 for (x = 0;x < 32;x++)
1747 dx = (x - 15.5f) * (1.0f / 16.0f);
1748 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1749 a = bound(0, a, 255);
1750 pixels[y][x][0] = a;
1751 pixels[y][x][1] = a;
1752 pixels[y][x][2] = a;
1753 pixels[y][x][3] = 255;
1756 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1759 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1761 float dist = sqrt(x*x+y*y+z*z);
1762 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1763 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1764 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1767 static void R_Shadow_MakeTextures(void)
1770 float intensity, dist;
1772 R_Shadow_FreeShadowMaps();
1773 R_FreeTexturePool(&r_shadow_texturepool);
1774 r_shadow_texturepool = R_AllocTexturePool();
1775 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1776 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1777 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1778 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1779 for (x = 0;x <= ATTENTABLESIZE;x++)
1781 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1782 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1783 r_shadow_attentable[x] = bound(0, intensity, 1);
1785 // 1D gradient texture
1786 for (x = 0;x < ATTEN1DSIZE;x++)
1787 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1788 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1789 // 2D circle texture
1790 for (y = 0;y < ATTEN2DSIZE;y++)
1791 for (x = 0;x < ATTEN2DSIZE;x++)
1792 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);
1793 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1794 // 3D sphere texture
1795 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1797 for (z = 0;z < ATTEN3DSIZE;z++)
1798 for (y = 0;y < ATTEN3DSIZE;y++)
1799 for (x = 0;x < ATTEN3DSIZE;x++)
1800 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));
1801 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);
1804 r_shadow_attenuation3dtexture = NULL;
1807 R_Shadow_MakeTextures_MakeCorona();
1809 // Editor light sprites
1810 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1827 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1828 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1845 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1846 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1863 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1864 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1881 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1882 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1899 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1900 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1917 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1920 void R_Shadow_ValidateCvars(void)
1922 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1923 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1924 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1925 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1926 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1927 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1930 void R_Shadow_RenderMode_Begin(void)
1936 R_Shadow_ValidateCvars();
1938 if (!r_shadow_attenuation2dtexture
1939 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1940 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1941 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1942 R_Shadow_MakeTextures();
1945 R_Mesh_ResetTextureState();
1946 GL_BlendFunc(GL_ONE, GL_ZERO);
1947 GL_DepthRange(0, 1);
1948 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1950 GL_DepthMask(false);
1951 GL_Color(0, 0, 0, 1);
1952 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1954 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1956 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1958 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1959 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1961 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1963 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1964 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1968 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1969 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1972 switch(vid.renderpath)
1974 case RENDERPATH_GL20:
1975 case RENDERPATH_D3D9:
1976 case RENDERPATH_D3D10:
1977 case RENDERPATH_D3D11:
1978 case RENDERPATH_SOFT:
1979 case RENDERPATH_GLES2:
1980 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1982 case RENDERPATH_GL13:
1983 case RENDERPATH_GL11:
1984 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1985 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1986 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1987 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1988 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1989 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1991 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1997 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1998 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1999 r_shadow_drawbuffer = drawbuffer;
2000 r_shadow_readbuffer = readbuffer;
2002 r_shadow_cullface_front = r_refdef.view.cullface_front;
2003 r_shadow_cullface_back = r_refdef.view.cullface_back;
2006 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2008 rsurface.rtlight = rtlight;
2011 void R_Shadow_RenderMode_Reset(void)
2013 R_Mesh_ResetRenderTargets();
2014 R_SetViewport(&r_refdef.view.viewport);
2015 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2016 R_Mesh_ResetTextureState();
2017 GL_DepthRange(0, 1);
2019 GL_DepthMask(false);
2020 GL_DepthFunc(GL_LEQUAL);
2021 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022 r_refdef.view.cullface_front = r_shadow_cullface_front;
2023 r_refdef.view.cullface_back = r_shadow_cullface_back;
2024 GL_CullFace(r_refdef.view.cullface_back);
2025 GL_Color(1, 1, 1, 1);
2026 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2027 GL_BlendFunc(GL_ONE, GL_ZERO);
2028 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2029 r_shadow_usingshadowmap2d = false;
2030 r_shadow_usingshadowmaportho = false;
2031 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2034 void R_Shadow_ClearStencil(void)
2036 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2037 r_refdef.stats.lights_clears++;
2040 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2042 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2043 if (r_shadow_rendermode == mode)
2045 R_Shadow_RenderMode_Reset();
2046 GL_DepthFunc(GL_LESS);
2047 GL_ColorMask(0, 0, 0, 0);
2048 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2049 GL_CullFace(GL_NONE);
2050 R_SetupShader_DepthOrShadow();
2051 r_shadow_rendermode = mode;
2056 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2057 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2058 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2060 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2061 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2062 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2067 static void R_Shadow_MakeVSDCT(void)
2069 // maps to a 2x3 texture rectangle with normalized coordinates
2074 // stores abs(dir.xy), offset.xy/2.5
2075 unsigned char data[4*6] =
2077 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2078 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2079 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2080 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2081 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2082 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2084 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2087 static void R_Shadow_MakeShadowMap(int side, int size)
2089 switch (r_shadow_shadowmode)
2091 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2092 if (r_shadow_shadowmap2dtexture) return;
2093 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);
2094 r_shadow_shadowmap2dcolortexture = NULL;
2095 switch(vid.renderpath)
2098 case RENDERPATH_D3D9:
2099 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2100 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2104 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2112 // render depth into the fbo, do not render color at all
2113 // validate the fbo now
2117 qglDrawBuffer(GL_NONE);CHECKGLERROR
2118 qglReadBuffer(GL_NONE);CHECKGLERROR
2119 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2120 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2122 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2123 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2124 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2129 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2131 float nearclip, farclip, bias;
2132 r_viewport_t viewport;
2135 float clearcolor[4];
2136 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2138 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2139 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2140 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2141 r_shadow_shadowmapside = side;
2142 r_shadow_shadowmapsize = size;
2144 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2145 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2146 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2147 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2149 // complex unrolled cube approach (more flexible)
2150 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2151 R_Shadow_MakeVSDCT();
2152 if (!r_shadow_shadowmap2dtexture)
2153 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2154 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2155 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2156 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2157 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2159 R_Mesh_ResetTextureState();
2160 R_Mesh_ResetRenderTargets();
2161 R_Shadow_RenderMode_Reset();
2164 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2165 R_SetupShader_DepthOrShadow();
2168 R_SetupShader_ShowDepth();
2169 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2174 R_SetViewport(&viewport);
2175 flipped = (side & 1) ^ (side >> 2);
2176 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2177 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2178 switch(vid.renderpath)
2180 case RENDERPATH_GL11:
2181 case RENDERPATH_GL13:
2182 case RENDERPATH_GL20:
2183 case RENDERPATH_SOFT:
2184 case RENDERPATH_GLES2:
2185 GL_CullFace(r_refdef.view.cullface_back);
2186 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2187 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2189 // get tightest scissor rectangle that encloses all viewports in the clear mask
2190 int x1 = clear & 0x15 ? 0 : size;
2191 int x2 = clear & 0x2A ? 2 * size : size;
2192 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2193 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2194 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2195 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2197 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2199 case RENDERPATH_D3D9:
2200 case RENDERPATH_D3D10:
2201 case RENDERPATH_D3D11:
2202 Vector4Set(clearcolor, 1,1,1,1);
2203 // completely different meaning than in OpenGL path
2204 r_shadow_shadowmap_parameters[1] = 0;
2205 r_shadow_shadowmap_parameters[3] = -bias;
2206 // we invert the cull mode because we flip the projection matrix
2207 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2208 GL_CullFace(r_refdef.view.cullface_front);
2209 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2210 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2211 if (r_shadow_shadowmapsampler)
2213 GL_ColorMask(0,0,0,0);
2215 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2219 GL_ColorMask(1,1,1,1);
2221 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2227 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2229 R_Mesh_ResetTextureState();
2230 R_Mesh_ResetRenderTargets();
2233 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2234 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2235 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2236 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2238 R_Shadow_RenderMode_Reset();
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2241 GL_DepthFunc(GL_EQUAL);
2242 // do global setup needed for the chosen lighting mode
2243 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2244 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2245 r_shadow_usingshadowmap2d = shadowmapping;
2246 r_shadow_rendermode = r_shadow_lightingrendermode;
2247 // only draw light where this geometry was already rendered AND the
2248 // stencil is 128 (values other than this mean shadow)
2250 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2252 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2255 static const unsigned short bboxelements[36] =
2265 static const float bboxpoints[8][3] =
2277 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2280 float vertex3f[8*3];
2281 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2282 // do global setup needed for the chosen lighting mode
2283 R_Shadow_RenderMode_Reset();
2284 r_shadow_rendermode = r_shadow_lightingrendermode;
2285 R_EntityMatrix(&identitymatrix);
2286 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2287 // only draw light where this geometry was already rendered AND the
2288 // stencil is 128 (values other than this mean shadow)
2289 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2290 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2292 r_shadow_usingshadowmap2d = shadowmapping;
2294 // render the lighting
2295 R_SetupShader_DeferredLight(rsurface.rtlight);
2296 for (i = 0;i < 8;i++)
2297 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2298 GL_ColorMask(1,1,1,1);
2299 GL_DepthMask(false);
2300 GL_DepthRange(0, 1);
2301 GL_PolygonOffset(0, 0);
2303 GL_DepthFunc(GL_GREATER);
2304 GL_CullFace(r_refdef.view.cullface_back);
2305 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2306 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2309 static void R_Shadow_UpdateBounceGridTexture(void)
2311 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2313 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2315 int hitsupercontentsmask;
2324 //trace_t cliptrace2;
2325 //trace_t cliptrace3;
2326 unsigned char *pixel;
2327 unsigned char *pixels;
2330 unsigned int lightindex;
2332 unsigned int range1;
2333 unsigned int range2;
2334 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2336 vec3_t baseshotcolor;
2349 vec_t lightintensity;
2350 vec_t photonscaling;
2351 vec_t photonresidual;
2353 float texlerp[2][3];
2354 float splatcolor[16];
2355 float pixelweight[8];
2362 r_shadow_bouncegrid_settings_t settings;
2363 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2364 qboolean allowdirectionalshading = false;
2365 switch(vid.renderpath)
2367 case RENDERPATH_GL20:
2368 allowdirectionalshading = true;
2369 if (!vid.support.ext_texture_3d)
2372 case RENDERPATH_GLES2:
2373 // for performance reasons, do not use directional shading on GLES devices
2374 if (!vid.support.ext_texture_3d)
2377 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2378 case RENDERPATH_GL11:
2379 case RENDERPATH_GL13:
2380 case RENDERPATH_SOFT:
2381 case RENDERPATH_D3D9:
2382 case RENDERPATH_D3D10:
2383 case RENDERPATH_D3D11:
2387 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2389 // see if there are really any lights to render...
2393 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2394 range1 = r_shadow_bouncegrid_static.integer ? 0 : r_refdef.scene.numlights;
2395 range2 = range + range1;
2396 for (lightindex = 0;lightindex < range2;lightindex++)
2398 if (r_shadow_bouncegrid_static.integer)
2400 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2401 if (!light || !(light->flags & flag))
2403 rtlight = &light->rtlight;
2404 // when static, we skip styled lights because they tend to change...
2405 if (rtlight->style > 0)
2407 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2411 if (lightindex < range)
2413 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2414 rtlight = &light->rtlight;
2417 rtlight = r_refdef.scene.lights[lightindex - range];
2418 // draw only visible lights (major speedup)
2421 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2423 if (!VectorLength2(lightcolor))
2432 if (r_shadow_bouncegridtexture)
2434 R_FreeTexture(r_shadow_bouncegridtexture);
2435 r_shadow_bouncegridtexture = NULL;
2437 if (r_shadow_bouncegridpixels)
2438 Mem_Free(r_shadow_bouncegridpixels);
2439 r_shadow_bouncegridpixels = NULL;
2440 if (r_shadow_bouncegridhighpixels)
2441 Mem_Free(r_shadow_bouncegridhighpixels);
2442 r_shadow_bouncegridhighpixels = NULL;
2443 r_shadow_bouncegridnumpixels = 0;
2444 r_shadow_bouncegriddirectional = false;
2448 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2449 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2450 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2451 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2452 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2453 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2454 settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
2455 settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
2456 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2457 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
2458 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459 settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
2460 settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
2461 settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
2462 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2464 // bound the values for sanity
2465 settings.photons = bound(1, settings.photons, 1048576);
2466 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467 settings.maxbounce = bound(1, settings.maxbounce, 16);
2468 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2472 // get the spacing values
2473 spacing[0] = settings.spacing[0];
2474 spacing[1] = settings.spacing[1];
2475 spacing[2] = settings.spacing[2];
2476 ispacing[0] = 1.0f / spacing[0];
2477 ispacing[1] = 1.0f / spacing[1];
2478 ispacing[2] = 1.0f / spacing[2];
2480 // calculate texture size enclosing entire world bounds at the spacing
2481 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483 VectorSubtract(maxs, mins, size);
2484 // now we can calculate the resolution we want
2485 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488 // figure out the exact texture size (honoring power of 2 if required)
2489 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492 if (vid.support.arb_texture_non_power_of_two)
2494 resolution[0] = c[0];
2495 resolution[1] = c[1];
2496 resolution[2] = c[2];
2500 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2504 size[0] = spacing[0] * resolution[0];
2505 size[1] = spacing[1] * resolution[1];
2506 size[2] = spacing[2] * resolution[2];
2508 // if dynamic we may or may not want to use the world bounds
2509 // if the dynamic size is smaller than the world bounds, use it instead
2510 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer < resolution[0] || r_shadow_bouncegrid_y.integer < resolution[1] || r_shadow_bouncegrid_z.integer < resolution[2]))
2512 // we know the resolution we want
2513 c[0] = r_shadow_bouncegrid_x.integer;
2514 c[1] = r_shadow_bouncegrid_y.integer;
2515 c[2] = r_shadow_bouncegrid_z.integer;
2516 // now we can calculate the texture size (power of 2 if required)
2517 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520 if (vid.support.arb_texture_non_power_of_two)
2522 resolution[0] = c[0];
2523 resolution[1] = c[1];
2524 resolution[2] = c[2];
2528 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2532 size[0] = spacing[0] * resolution[0];
2533 size[1] = spacing[1] * resolution[1];
2534 size[2] = spacing[2] * resolution[2];
2535 // center the rendering on the view
2536 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2541 // recalculate the maxs in case the resolution was not satisfactory
2542 VectorAdd(mins, size, maxs);
2544 // if all the settings seem identical to the previous update, return
2545 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2548 // store the new settings
2549 r_shadow_bouncegridsettings = settings;
2551 // we're going to update the bouncegrid, update the matrix...
2552 memset(m, 0, sizeof(m));
2553 m[0] = 1.0f / size[0];
2554 m[3] = -mins[0] * m[0];
2555 m[5] = 1.0f / size[1];
2556 m[7] = -mins[1] * m[5];
2557 m[10] = 1.0f / size[2];
2558 m[11] = -mins[2] * m[10];
2560 if (settings.directionalshading)
2565 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2566 numpixels = resolution[0]*resolution[1]*resolution[2];
2567 if (settings.directionalshading)
2569 r_shadow_bouncegriddirectional = settings.directionalshading;
2570 // reallocate pixels for this update if needed...
2571 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2573 if (r_shadow_bouncegridtexture)
2575 R_FreeTexture(r_shadow_bouncegridtexture);
2576 r_shadow_bouncegridtexture = NULL;
2578 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2579 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2581 r_shadow_bouncegridnumpixels = numpixels;
2582 pixels = r_shadow_bouncegridpixels;
2583 highpixels = r_shadow_bouncegridhighpixels;
2584 if (settings.directionalshading)
2585 memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
2587 memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2588 memset(highpixels, 0, numpixels * sizeof(float[4]));
2589 // figure out what we want to interact with
2590 if (settings.hitmodels)
2591 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2593 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2594 maxbounce = settings.maxbounce;
2595 // clear variables that produce warnings otherwise
2596 memset(splatcolor, 0, sizeof(splatcolor));
2597 // iterate world rtlights
2598 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2599 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2600 range2 = range + range1;
2602 for (lightindex = 0;lightindex < range2;lightindex++)
2604 if (settings.staticmode)
2606 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2607 if (!light || !(light->flags & flag))
2609 rtlight = &light->rtlight;
2610 // when static, we skip styled lights because they tend to change...
2611 if (rtlight->style > 0)
2613 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2617 if (lightindex < range)
2619 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2620 rtlight = &light->rtlight;
2623 rtlight = r_refdef.scene.lights[lightindex - range];
2624 // draw only visible lights (major speedup)
2627 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2629 if (!VectorLength2(lightcolor))
2631 // shoot particles from this light
2632 // use a calculation for the number of particles that will not
2633 // vary with lightstyle, otherwise we get randomized particle
2634 // distribution, the seeded random is only consistent for a
2635 // consistent number of particles on this light...
2636 radius = rtlight->radius * settings.lightradiusscale;
2637 s = rtlight->radius;
2638 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2639 if (lightindex >= range)
2640 lightintensity *= settings.dlightparticlemultiplier;
2641 photoncount += max(0.0f, lightintensity * s * s);
2643 photonscaling = (float)settings.photons / max(1, photoncount);
2644 photonresidual = 0.0f;
2645 for (lightindex = 0;lightindex < range2;lightindex++)
2647 if (settings.staticmode)
2649 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2650 if (!light || !(light->flags & flag))
2652 rtlight = &light->rtlight;
2653 // when static, we skip styled lights because they tend to change...
2654 if (rtlight->style > 0)
2656 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2660 if (lightindex < range)
2662 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2663 rtlight = &light->rtlight;
2666 rtlight = r_refdef.scene.lights[lightindex - range];
2667 // draw only visible lights (major speedup)
2670 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2672 if (!VectorLength2(lightcolor))
2674 // shoot particles from this light
2675 // use a calculation for the number of particles that will not
2676 // vary with lightstyle, otherwise we get randomized particle
2677 // distribution, the seeded random is only consistent for a
2678 // consistent number of particles on this light...
2679 radius = rtlight->radius * settings.lightradiusscale;
2680 s = rtlight->radius;
2681 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2682 if (lightindex >= range)
2683 lightintensity *= settings.dlightparticlemultiplier;
2684 photonresidual += lightintensity * s * s * photonscaling;
2685 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2686 if (!shootparticles)
2688 photonresidual -= shootparticles;
2689 s = settings.particleintensity / shootparticles;
2690 VectorScale(lightcolor, s, baseshotcolor);
2691 if (VectorLength2(baseshotcolor) == 0.0f)
2693 r_refdef.stats.bouncegrid_lights++;
2694 r_refdef.stats.bouncegrid_particles += shootparticles;
2695 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2697 if (settings.stablerandom > 0)
2698 seed = lightindex * 11937 + shotparticles;
2699 VectorCopy(baseshotcolor, shotcolor);
2700 VectorCopy(rtlight->shadoworigin, clipstart);
2701 if (settings.stablerandom < 0)
2702 VectorRandom(clipend);
2704 VectorCheeseRandom(clipend);
2705 VectorMA(clipstart, radius, clipend, clipend);
2706 for (bouncecount = 0;;bouncecount++)
2708 r_refdef.stats.bouncegrid_traces++;
2709 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2710 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2711 if (settings.staticmode)
2712 Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2714 cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2715 if (cliptrace.fraction >= 1.0f)
2717 r_refdef.stats.bouncegrid_hits++;
2718 if (bouncecount > 0)
2720 r_refdef.stats.bouncegrid_splats++;
2721 // figure out which texture pixel this is in
2722 texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2723 texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2724 texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2725 tex[0] = (int)floor(texlerp[1][0]);
2726 tex[1] = (int)floor(texlerp[1][1]);
2727 tex[2] = (int)floor(texlerp[1][2]);
2728 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2730 // it is within bounds... do the real work now
2731 // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2732 if (settings.directionalshading)
2734 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2735 VectorNormalize(clipdiff);
2736 splatcolor[ 0] = shotcolor[0] * clipdiff[2];
2737 splatcolor[ 1] = shotcolor[0] * clipdiff[1];
2738 splatcolor[ 2] = shotcolor[0] * clipdiff[0];
2739 splatcolor[ 3] = shotcolor[0];
2740 splatcolor[ 4] = shotcolor[1] * clipdiff[2];
2741 splatcolor[ 5] = shotcolor[1] * clipdiff[1];
2742 splatcolor[ 6] = shotcolor[1] * clipdiff[0];
2743 splatcolor[ 7] = shotcolor[1];
2744 splatcolor[ 8] = shotcolor[2] * clipdiff[2];
2745 splatcolor[ 9] = shotcolor[2] * clipdiff[1];
2746 splatcolor[10] = shotcolor[2] * clipdiff[0];
2747 splatcolor[11] = shotcolor[2];
2748 w = VectorLength(shotcolor);
2749 splatcolor[12] = clipdiff[2] * w;
2750 splatcolor[13] = clipdiff[1] * w;
2751 splatcolor[14] = clipdiff[0] * w;
2752 splatcolor[15] = 1.0f;
2756 splatcolor[ 0] = shotcolor[2];
2757 splatcolor[ 1] = shotcolor[1];
2758 splatcolor[ 2] = shotcolor[0];
2759 splatcolor[ 3] = 1.0f;
2761 // calculate the lerp factors
2762 texlerp[1][0] -= tex[0];
2763 texlerp[1][1] -= tex[1];
2764 texlerp[1][2] -= tex[2];
2765 texlerp[0][0] = 1.0f - texlerp[1][0];
2766 texlerp[0][1] = 1.0f - texlerp[1][1];
2767 texlerp[0][2] = 1.0f - texlerp[1][2];
2768 // calculate individual pixel indexes and weights
2769 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2770 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2771 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2772 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2773 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2774 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2775 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2776 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2777 // update the 8 pixels...
2778 for (corner = 0;corner < 8;corner++)
2780 // calculate address for first set of coefficients
2781 w = pixelweight[corner];
2782 pixel = pixels + 4 * pixelindex[corner];
2783 highpixel = highpixels + 4 * pixelindex[corner];
2784 // add to the high precision pixel color
2785 highpixel[0] += (splatcolor[ 0]*w);
2786 highpixel[1] += (splatcolor[ 1]*w);
2787 highpixel[2] += (splatcolor[ 2]*w);
2788 highpixel[3] += (splatcolor[ 3]*w);
2789 // flag the low precision pixel as needing to be updated
2791 if (settings.directionalshading)
2793 // advance to second set of coefficients
2795 highpixel += numpixels;
2796 // add to the high precision pixel color
2797 highpixel[0] += (splatcolor[ 4]*w);
2798 highpixel[1] += (splatcolor[ 5]*w);
2799 highpixel[2] += (splatcolor[ 6]*w);
2800 highpixel[3] += (splatcolor[ 7]*w);
2801 // flag the low precision pixel as needing to be updated
2803 // advance to third set of coefficients
2805 highpixel += numpixels;
2806 // add to the high precision pixel color
2807 highpixel[0] += (splatcolor[ 8]*w);
2808 highpixel[1] += (splatcolor[ 9]*w);
2809 highpixel[2] += (splatcolor[10]*w);
2810 highpixel[3] += (splatcolor[11]*w);
2811 // flag the low precision pixel as needing to be updated
2813 // advance to fourth set of coefficients
2815 highpixel += numpixels;
2816 // add to the high precision pixel color
2817 highpixel[0] += (splatcolor[12]*w);
2818 highpixel[1] += (splatcolor[13]*w);
2819 highpixel[2] += (splatcolor[14]*w);
2820 highpixel[3] += (splatcolor[15]*w);
2821 // flag the low precision pixel as needing to be updated
2827 if (bouncecount >= maxbounce)
2829 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2830 // also clamp the resulting color to never add energy, even if the user requests extreme values
2831 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2832 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2834 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2835 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2836 surfcolor[0] = min(surfcolor[0], 1.0f);
2837 surfcolor[1] = min(surfcolor[1], 1.0f);
2838 surfcolor[2] = min(surfcolor[2], 1.0f);
2839 VectorMultiply(shotcolor, surfcolor, shotcolor);
2840 if (VectorLength2(baseshotcolor) == 0.0f)
2842 r_refdef.stats.bouncegrid_bounces++;
2843 if (settings.bounceanglediffuse)
2845 // random direction, primarily along plane normal
2846 s = VectorDistance(cliptrace.endpos, clipend);
2847 if (settings.stablerandom < 0)
2848 VectorRandom(clipend);
2850 VectorCheeseRandom(clipend);
2851 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2852 VectorNormalize(clipend);
2853 VectorScale(clipend, s, clipend);
2857 // reflect the remaining portion of the line across plane normal
2858 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2859 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2861 // calculate the new line start and end
2862 VectorCopy(cliptrace.endpos, clipstart);
2863 VectorAdd(clipstart, clipend, clipend);
2867 // generate pixels array from highpixels array
2868 // skip first and last columns, rows, and layers as these are blank
2869 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2870 for (d = 0;d < 4;d++)
2872 for (z = 1;z < resolution[2]-1;z++)
2874 for (y = 1;y < resolution[1]-1;y++)
2876 for (x = 1, pixelindex[0] = ((d*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2878 // only convert pixels that were hit by photons
2879 if (pixel[3] == 255)
2881 // normalize the bentnormal...
2882 if (settings.directionalshading)
2885 VectorNormalize(highpixel);
2886 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2887 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2888 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2889 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2893 c[0] = (int)(highpixel[0]*256.0f);
2894 c[1] = (int)(highpixel[1]*256.0f);
2895 c[2] = (int)(highpixel[2]*256.0f);
2896 c[3] = (int)(highpixel[3]*256.0f);
2898 pixel[0] = (unsigned char)bound(0, c[0], 255);
2899 pixel[1] = (unsigned char)bound(0, c[1], 255);
2900 pixel[2] = (unsigned char)bound(0, c[2], 255);
2901 pixel[3] = (unsigned char)bound(0, c[3], 255);
2906 if (!settings.directionalshading)
2909 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2910 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
2913 VectorCopy(resolution, r_shadow_bouncegridresolution);
2914 if (r_shadow_bouncegridtexture)
2915 R_FreeTexture(r_shadow_bouncegridtexture);
2916 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2918 r_shadow_bouncegridtime = realtime;
2921 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2923 R_Shadow_RenderMode_Reset();
2924 GL_BlendFunc(GL_ONE, GL_ONE);
2925 GL_DepthRange(0, 1);
2926 GL_DepthTest(r_showshadowvolumes.integer < 2);
2927 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2928 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2929 GL_CullFace(GL_NONE);
2930 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2933 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2935 R_Shadow_RenderMode_Reset();
2936 GL_BlendFunc(GL_ONE, GL_ONE);
2937 GL_DepthRange(0, 1);
2938 GL_DepthTest(r_showlighting.integer < 2);
2939 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2941 GL_DepthFunc(GL_EQUAL);
2942 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2943 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2946 void R_Shadow_RenderMode_End(void)
2948 R_Shadow_RenderMode_Reset();
2949 R_Shadow_RenderMode_ActiveLight(NULL);
2951 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2952 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2955 int bboxedges[12][2] =
2974 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2976 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
2978 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2979 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2980 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2981 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2984 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2985 return true; // invisible
2986 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2987 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2988 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2989 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2990 r_refdef.stats.lights_scissored++;
2994 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2997 const float *vertex3f;
2998 const float *normal3f;
3000 float dist, dot, distintensity, shadeintensity, v[3], n[3];
3001 switch (r_shadow_rendermode)
3003 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3004 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3005 if (VectorLength2(diffusecolor) > 0)
3007 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3009 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3010 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3011 if ((dot = DotProduct(n, v)) < 0)
3013 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3014 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3017 VectorCopy(ambientcolor, color4f);
3018 if (r_refdef.fogenabled)
3021 f = RSurf_FogVertex(vertex3f);
3022 VectorScale(color4f, f, color4f);
3029 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3031 VectorCopy(ambientcolor, color4f);
3032 if (r_refdef.fogenabled)
3035 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3036 f = RSurf_FogVertex(vertex3f);
3037 VectorScale(color4f + 4*i, f, color4f);
3043 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3044 if (VectorLength2(diffusecolor) > 0)
3046 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3048 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3049 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3051 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3052 if ((dot = DotProduct(n, v)) < 0)
3054 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3055 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3056 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3057 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3061 color4f[0] = ambientcolor[0] * distintensity;
3062 color4f[1] = ambientcolor[1] * distintensity;
3063 color4f[2] = ambientcolor[2] * distintensity;
3065 if (r_refdef.fogenabled)
3068 f = RSurf_FogVertex(vertex3f);
3069 VectorScale(color4f, f, color4f);
3073 VectorClear(color4f);
3079 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3081 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3082 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3084 color4f[0] = ambientcolor[0] * distintensity;
3085 color4f[1] = ambientcolor[1] * distintensity;
3086 color4f[2] = ambientcolor[2] * distintensity;
3087 if (r_refdef.fogenabled)
3090 f = RSurf_FogVertex(vertex3f);
3091 VectorScale(color4f, f, color4f);
3095 VectorClear(color4f);
3100 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3101 if (VectorLength2(diffusecolor) > 0)
3103 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3105 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3106 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3108 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3109 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3110 if ((dot = DotProduct(n, v)) < 0)
3112 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3113 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3114 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3115 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3119 color4f[0] = ambientcolor[0] * distintensity;
3120 color4f[1] = ambientcolor[1] * distintensity;
3121 color4f[2] = ambientcolor[2] * distintensity;
3123 if (r_refdef.fogenabled)
3126 f = RSurf_FogVertex(vertex3f);
3127 VectorScale(color4f, f, color4f);
3131 VectorClear(color4f);
3137 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3139 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3140 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3142 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3143 color4f[0] = ambientcolor[0] * distintensity;
3144 color4f[1] = ambientcolor[1] * distintensity;
3145 color4f[2] = ambientcolor[2] * distintensity;
3146 if (r_refdef.fogenabled)
3149 f = RSurf_FogVertex(vertex3f);
3150 VectorScale(color4f, f, color4f);
3154 VectorClear(color4f);
3164 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3166 // used to display how many times a surface is lit for level design purposes
3167 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3168 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3172 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3174 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3175 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3176 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3177 GL_DepthFunc(GL_EQUAL);
3179 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3180 GL_DepthFunc(GL_LEQUAL);
3183 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3190 int newnumtriangles;
3194 int maxtriangles = 4096;
3195 static int newelements[4096*3];
3196 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3197 for (renders = 0;renders < 4;renders++)
3202 newnumtriangles = 0;
3204 // due to low fillrate on the cards this vertex lighting path is
3205 // designed for, we manually cull all triangles that do not
3206 // contain a lit vertex
3207 // this builds batches of triangles from multiple surfaces and
3208 // renders them at once
3209 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3211 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3213 if (newnumtriangles)
3215 newfirstvertex = min(newfirstvertex, e[0]);
3216 newlastvertex = max(newlastvertex, e[0]);
3220 newfirstvertex = e[0];
3221 newlastvertex = e[0];
3223 newfirstvertex = min(newfirstvertex, e[1]);
3224 newlastvertex = max(newlastvertex, e[1]);
3225 newfirstvertex = min(newfirstvertex, e[2]);
3226 newlastvertex = max(newlastvertex, e[2]);
3232 if (newnumtriangles >= maxtriangles)
3234 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235 newnumtriangles = 0;
3241 if (newnumtriangles >= 1)
3243 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3246 // if we couldn't find any lit triangles, exit early
3249 // now reduce the intensity for the next overbright pass
3250 // we have to clamp to 0 here incase the drivers have improper
3251 // handling of negative colors
3252 // (some old drivers even have improper handling of >1 color)
3254 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3256 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3258 c[0] = max(0, c[0] - 1);
3259 c[1] = max(0, c[1] - 1);
3260 c[2] = max(0, c[2] - 1);
3272 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3274 // OpenGL 1.1 path (anything)
3275 float ambientcolorbase[3], diffusecolorbase[3];
3276 float ambientcolorpants[3], diffusecolorpants[3];
3277 float ambientcolorshirt[3], diffusecolorshirt[3];
3278 const float *surfacecolor = rsurface.texture->dlightcolor;
3279 const float *surfacepants = rsurface.colormap_pantscolor;
3280 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3281 rtexture_t *basetexture = rsurface.texture->basetexture;
3282 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3283 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3284 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3285 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3286 ambientscale *= 2 * r_refdef.view.colorscale;
3287 diffusescale *= 2 * r_refdef.view.colorscale;
3288 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3289 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3290 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3291 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3292 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3293 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3294 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3295 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3296 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3297 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3298 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3299 R_Mesh_TexBind(0, basetexture);
3300 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3301 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3302 switch(r_shadow_rendermode)
3304 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3305 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3306 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3307 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3308 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3310 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3311 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3312 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3313 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3314 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3316 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3317 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3318 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3319 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3320 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3322 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3327 //R_Mesh_TexBind(0, basetexture);
3328 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3331 R_Mesh_TexBind(0, pantstexture);
3332 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3336 R_Mesh_TexBind(0, shirttexture);
3337 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3341 extern cvar_t gl_lightmaps;
3342 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3344 float ambientscale, diffusescale, specularscale;
3346 float lightcolor[3];
3347 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3348 ambientscale = rsurface.rtlight->ambientscale;
3349 diffusescale = rsurface.rtlight->diffusescale;
3350 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3351 if (!r_shadow_usenormalmap.integer)
3353 ambientscale += 1.0f * diffusescale;
3357 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3359 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3362 VectorNegate(lightcolor, lightcolor);
3363 switch(vid.renderpath)
3365 case RENDERPATH_GL11:
3366 case RENDERPATH_GL13:
3367 case RENDERPATH_GL20:
3368 case RENDERPATH_GLES2:
3369 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3371 case RENDERPATH_D3D9:
3373 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3376 case RENDERPATH_D3D10:
3377 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3379 case RENDERPATH_D3D11:
3380 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3382 case RENDERPATH_SOFT:
3383 DPSOFTRAST_BlendSubtract(true);
3387 RSurf_SetupDepthAndCulling();
3388 switch (r_shadow_rendermode)
3390 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3391 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3392 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3394 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3395 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3397 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3398 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3399 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3400 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3401 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3404 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3409 switch(vid.renderpath)
3411 case RENDERPATH_GL11:
3412 case RENDERPATH_GL13:
3413 case RENDERPATH_GL20:
3414 case RENDERPATH_GLES2:
3415 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3417 case RENDERPATH_D3D9:
3419 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3422 case RENDERPATH_D3D10:
3423 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3425 case RENDERPATH_D3D11:
3426 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3428 case RENDERPATH_SOFT:
3429 DPSOFTRAST_BlendSubtract(false);
3435 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)
3437 matrix4x4_t tempmatrix = *matrix;
3438 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3440 // if this light has been compiled before, free the associated data
3441 R_RTLight_Uncompile(rtlight);
3443 // clear it completely to avoid any lingering data
3444 memset(rtlight, 0, sizeof(*rtlight));
3446 // copy the properties
3447 rtlight->matrix_lighttoworld = tempmatrix;
3448 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3449 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3450 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3451 VectorCopy(color, rtlight->color);
3452 rtlight->cubemapname[0] = 0;
3453 if (cubemapname && cubemapname[0])
3454 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3455 rtlight->shadow = shadow;
3456 rtlight->corona = corona;
3457 rtlight->style = style;
3458 rtlight->isstatic = isstatic;
3459 rtlight->coronasizescale = coronasizescale;
3460 rtlight->ambientscale = ambientscale;
3461 rtlight->diffusescale = diffusescale;
3462 rtlight->specularscale = specularscale;
3463 rtlight->flags = flags;
3465 // compute derived data
3466 //rtlight->cullradius = rtlight->radius;
3467 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3468 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3469 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3470 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3471 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3472 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3473 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3476 // compiles rtlight geometry
3477 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3478 void R_RTLight_Compile(rtlight_t *rtlight)
3481 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3482 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3483 entity_render_t *ent = r_refdef.scene.worldentity;
3484 dp_model_t *model = r_refdef.scene.worldmodel;
3485 unsigned char *data;
3488 // compile the light
3489 rtlight->compiled = true;
3490 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3491 rtlight->static_numleafs = 0;
3492 rtlight->static_numleafpvsbytes = 0;
3493 rtlight->static_leaflist = NULL;
3494 rtlight->static_leafpvs = NULL;
3495 rtlight->static_numsurfaces = 0;
3496 rtlight->static_surfacelist = NULL;
3497 rtlight->static_shadowmap_receivers = 0x3F;
3498 rtlight->static_shadowmap_casters = 0x3F;
3499 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3500 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3501 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3502 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3503 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3504 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3506 if (model && model->GetLightInfo)
3508 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3509 r_shadow_compilingrtlight = rtlight;
3510 R_FrameData_SetMark();
3511 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);
3512 R_FrameData_ReturnToMark();
3513 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3514 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3515 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3516 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3517 rtlight->static_numsurfaces = numsurfaces;
3518 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3519 rtlight->static_numleafs = numleafs;
3520 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3521 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3522 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3523 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3524 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3525 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3526 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3527 if (rtlight->static_numsurfaces)
3528 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3529 if (rtlight->static_numleafs)
3530 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3531 if (rtlight->static_numleafpvsbytes)
3532 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3533 if (rtlight->static_numshadowtrispvsbytes)
3534 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3535 if (rtlight->static_numlighttrispvsbytes)
3536 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3537 R_FrameData_SetMark();
3538 switch (rtlight->shadowmode)
3540 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3541 if (model->CompileShadowMap && rtlight->shadow)
3542 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3545 if (model->CompileShadowVolume && rtlight->shadow)
3546 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3549 R_FrameData_ReturnToMark();
3550 // now we're done compiling the rtlight
3551 r_shadow_compilingrtlight = NULL;
3555 // use smallest available cullradius - box radius or light radius
3556 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3557 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3559 shadowzpasstris = 0;
3560 if (rtlight->static_meshchain_shadow_zpass)
3561 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3562 shadowzpasstris += mesh->numtriangles;
3564 shadowzfailtris = 0;
3565 if (rtlight->static_meshchain_shadow_zfail)
3566 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3567 shadowzfailtris += mesh->numtriangles;
3570 if (rtlight->static_numlighttrispvsbytes)
3571 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3572 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3576 if (rtlight->static_numlighttrispvsbytes)
3577 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3578 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3581 if (developer_extra.integer)
3582 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);
3585 void R_RTLight_Uncompile(rtlight_t *rtlight)
3587 if (rtlight->compiled)
3589 if (rtlight->static_meshchain_shadow_zpass)
3590 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3591 rtlight->static_meshchain_shadow_zpass = NULL;
3592 if (rtlight->static_meshchain_shadow_zfail)
3593 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3594 rtlight->static_meshchain_shadow_zfail = NULL;
3595 if (rtlight->static_meshchain_shadow_shadowmap)
3596 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3597 rtlight->static_meshchain_shadow_shadowmap = NULL;
3598 // these allocations are grouped
3599 if (rtlight->static_surfacelist)
3600 Mem_Free(rtlight->static_surfacelist);
3601 rtlight->static_numleafs = 0;
3602 rtlight->static_numleafpvsbytes = 0;
3603 rtlight->static_leaflist = NULL;
3604 rtlight->static_leafpvs = NULL;
3605 rtlight->static_numsurfaces = 0;
3606 rtlight->static_surfacelist = NULL;
3607 rtlight->static_numshadowtrispvsbytes = 0;
3608 rtlight->static_shadowtrispvs = NULL;
3609 rtlight->static_numlighttrispvsbytes = 0;
3610 rtlight->static_lighttrispvs = NULL;
3611 rtlight->compiled = false;
3615 void R_Shadow_UncompileWorldLights(void)
3619 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3620 for (lightindex = 0;lightindex < range;lightindex++)
3622 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3625 R_RTLight_Uncompile(&light->rtlight);
3629 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3633 // reset the count of frustum planes
3634 // see rtlight->cached_frustumplanes definition for how much this array
3636 rtlight->cached_numfrustumplanes = 0;
3638 // haven't implemented a culling path for ortho rendering
3639 if (!r_refdef.view.useperspective)
3641 // check if the light is on screen and copy the 4 planes if it is
3642 for (i = 0;i < 4;i++)
3643 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3646 for (i = 0;i < 4;i++)
3647 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3652 // generate a deformed frustum that includes the light origin, this is
3653 // used to cull shadow casting surfaces that can not possibly cast a
3654 // shadow onto the visible light-receiving surfaces, which can be a
3657 // if the light origin is onscreen the result will be 4 planes exactly
3658 // if the light origin is offscreen on only one axis the result will
3659 // be exactly 5 planes (split-side case)
3660 // if the light origin is offscreen on two axes the result will be
3661 // exactly 4 planes (stretched corner case)
3662 for (i = 0;i < 4;i++)
3664 // quickly reject standard frustum planes that put the light
3665 // origin outside the frustum
3666 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3669 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3671 // if all the standard frustum planes were accepted, the light is onscreen
3672 // otherwise we need to generate some more planes below...
3673 if (rtlight->cached_numfrustumplanes < 4)
3675 // at least one of the stock frustum planes failed, so we need to
3676 // create one or two custom planes to enclose the light origin
3677 for (i = 0;i < 4;i++)
3679 // create a plane using the view origin and light origin, and a
3680 // single point from the frustum corner set
3681 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3682 VectorNormalize(plane.normal);
3683 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3684 // see if this plane is backwards and flip it if so
3685 for (j = 0;j < 4;j++)
3686 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3690 VectorNegate(plane.normal, plane.normal);
3692 // flipped plane, test again to see if it is now valid
3693 for (j = 0;j < 4;j++)
3694 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3696 // if the plane is still not valid, then it is dividing the
3697 // frustum and has to be rejected
3701 // we have created a valid plane, compute extra info
3702 PlaneClassify(&plane);
3704 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3706 // if we've found 5 frustum planes then we have constructed a
3707 // proper split-side case and do not need to keep searching for
3708 // planes to enclose the light origin
3709 if (rtlight->cached_numfrustumplanes == 5)
3717 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3719 plane = rtlight->cached_frustumplanes[i];
3720 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));
3725 // now add the light-space box planes if the light box is rotated, as any
3726 // caster outside the oriented light box is irrelevant (even if it passed
3727 // the worldspace light box, which is axial)
3728 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3730 for (i = 0;i < 6;i++)
3734 v[i >> 1] = (i & 1) ? -1 : 1;
3735 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3736 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3737 plane.dist = VectorNormalizeLength(plane.normal);
3738 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3739 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3745 // add the world-space reduced box planes
3746 for (i = 0;i < 6;i++)
3748 VectorClear(plane.normal);
3749 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3750 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3751 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3760 // reduce all plane distances to tightly fit the rtlight cull box, which
3762 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3763 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3764 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3765 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3766 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3767 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3768 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3769 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3770 oldnum = rtlight->cached_numfrustumplanes;
3771 rtlight->cached_numfrustumplanes = 0;
3772 for (j = 0;j < oldnum;j++)
3774 // find the nearest point on the box to this plane
3775 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3776 for (i = 1;i < 8;i++)
3778 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3779 if (bestdist > dist)
3782 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);
3783 // if the nearest point is near or behind the plane, we want this
3784 // plane, otherwise the plane is useless as it won't cull anything
3785 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3787 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3788 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3795 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3799 RSurf_ActiveWorldEntity();
3801 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3804 GL_CullFace(GL_NONE);
3805 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3806 for (;mesh;mesh = mesh->next)
3808 if (!mesh->sidetotals[r_shadow_shadowmapside])
3810 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3811 if (mesh->vertex3fbuffer)
3812 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3814 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3815 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3819 else if (r_refdef.scene.worldentity->model)
3820 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);
3822 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3825 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3827 qboolean zpass = false;
3830 int surfacelistindex;
3831 msurface_t *surface;
3833 // if triangle neighbors are disabled, shadowvolumes are disabled
3834 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3837 RSurf_ActiveWorldEntity();
3839 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3842 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3844 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3845 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3847 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3848 for (;mesh;mesh = mesh->next)
3850 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3851 if (mesh->vertex3fbuffer)
3852 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3854 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3855 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3857 // increment stencil if frontface is infront of depthbuffer
3858 GL_CullFace(r_refdef.view.cullface_back);
3859 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3860 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3861 // decrement stencil if backface is infront of depthbuffer
3862 GL_CullFace(r_refdef.view.cullface_front);
3863 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3865 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3867 // decrement stencil if backface is behind depthbuffer
3868 GL_CullFace(r_refdef.view.cullface_front);
3869 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3870 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3871 // increment stencil if frontface is behind depthbuffer
3872 GL_CullFace(r_refdef.view.cullface_back);
3873 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3875 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3879 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3881 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3882 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3883 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3885 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3886 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3887 if (CHECKPVSBIT(trispvs, t))
3888 shadowmarklist[numshadowmark++] = t;
3890 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);
3892 else if (numsurfaces)
3894 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);
3897 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3900 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3902 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3903 vec_t relativeshadowradius;
3904 RSurf_ActiveModelEntity(ent, false, false, false);
3905 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3906 // we need to re-init the shader for each entity because the matrix changed
3907 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3908 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3909 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3910 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3911 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3912 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3913 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3914 switch (r_shadow_rendermode)
3916 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3917 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3920 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3923 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3926 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3928 // set up properties for rendering light onto this entity
3929 RSurf_ActiveModelEntity(ent, true, true, false);
3930 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3931 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3932 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3933 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3936 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3938 if (!r_refdef.scene.worldmodel->DrawLight)
3941 // set up properties for rendering light onto this entity
3942 RSurf_ActiveWorldEntity();
3943 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3944 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3945 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3946 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3948 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3950 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3953 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3955 dp_model_t *model = ent->model;
3956 if (!model->DrawLight)
3959 R_Shadow_SetupEntityLight(ent);
3961 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3963 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3966 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3970 int numleafs, numsurfaces;
3971 int *leaflist, *surfacelist;
3972 unsigned char *leafpvs;
3973 unsigned char *shadowtrispvs;
3974 unsigned char *lighttrispvs;
3975 //unsigned char *surfacesides;
3976 int numlightentities;
3977 int numlightentities_noselfshadow;
3978 int numshadowentities;
3979 int numshadowentities_noselfshadow;
3980 static entity_render_t *lightentities[MAX_EDICTS];
3981 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3982 static entity_render_t *shadowentities[MAX_EDICTS];
3983 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3986 rtlight->draw = false;
3988 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3989 // skip lights that are basically invisible (color 0 0 0)
3990 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3992 // loading is done before visibility checks because loading should happen
3993 // all at once at the start of a level, not when it stalls gameplay.
3994 // (especially important to benchmarks)
3996 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3998 if (rtlight->compiled)
3999 R_RTLight_Uncompile(rtlight);
4000 R_RTLight_Compile(rtlight);
4004 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4006 // look up the light style value at this time
4007 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4008 VectorScale(rtlight->color, f, rtlight->currentcolor);
4010 if (rtlight->selected)
4012 f = 2 + sin(realtime * M_PI * 4.0);
4013 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4017 // if lightstyle is currently off, don't draw the light
4018 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4021 // skip processing on corona-only lights
4025 // if the light box is offscreen, skip it
4026 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4029 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4030 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4032 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4034 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4036 // compiled light, world available and can receive realtime lighting
4037 // retrieve leaf information
4038 numleafs = rtlight->static_numleafs;
4039 leaflist = rtlight->static_leaflist;
4040 leafpvs = rtlight->static_leafpvs;
4041 numsurfaces = rtlight->static_numsurfaces;
4042 surfacelist = rtlight->static_surfacelist;
4043 //surfacesides = NULL;
4044 shadowtrispvs = rtlight->static_shadowtrispvs;
4045 lighttrispvs = rtlight->static_lighttrispvs;
4047 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4049 // dynamic light, world available and can receive realtime lighting
4050 // calculate lit surfaces and leafs
4051 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);
4052 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4053 leaflist = r_shadow_buffer_leaflist;
4054 leafpvs = r_shadow_buffer_leafpvs;
4055 surfacelist = r_shadow_buffer_surfacelist;
4056 //surfacesides = r_shadow_buffer_surfacesides;
4057 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4058 lighttrispvs = r_shadow_buffer_lighttrispvs;
4059 // if the reduced leaf bounds are offscreen, skip it
4060 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4071 //surfacesides = NULL;
4072 shadowtrispvs = NULL;
4073 lighttrispvs = NULL;
4075 // check if light is illuminating any visible leafs
4078 for (i = 0;i < numleafs;i++)
4079 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4085 // make a list of lit entities and shadow casting entities
4086 numlightentities = 0;
4087 numlightentities_noselfshadow = 0;
4088 numshadowentities = 0;
4089 numshadowentities_noselfshadow = 0;
4091 // add dynamic entities that are lit by the light
4092 for (i = 0;i < r_refdef.scene.numentities;i++)
4095 entity_render_t *ent = r_refdef.scene.entities[i];
4097 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4099 // skip the object entirely if it is not within the valid
4100 // shadow-casting region (which includes the lit region)
4101 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4103 if (!(model = ent->model))
4105 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4107 // this entity wants to receive light, is visible, and is
4108 // inside the light box
4109 // TODO: check if the surfaces in the model can receive light
4110 // so now check if it's in a leaf seen by the light
4111 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))
4113 if (ent->flags & RENDER_NOSELFSHADOW)
4114 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4116 lightentities[numlightentities++] = ent;
4117 // since it is lit, it probably also casts a shadow...
4118 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4119 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4120 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4122 // note: exterior models without the RENDER_NOSELFSHADOW
4123 // flag still create a RENDER_NOSELFSHADOW shadow but
4124 // are lit normally, this means that they are
4125 // self-shadowing but do not shadow other
4126 // RENDER_NOSELFSHADOW entities such as the gun
4127 // (very weird, but keeps the player shadow off the gun)
4128 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4129 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4131 shadowentities[numshadowentities++] = ent;
4134 else if (ent->flags & RENDER_SHADOW)
4136 // this entity is not receiving light, but may still need to
4138 // TODO: check if the surfaces in the model can cast shadow
4139 // now check if it is in a leaf seen by the light
4140 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))
4142 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4143 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4144 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4146 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4147 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4149 shadowentities[numshadowentities++] = ent;
4154 // return if there's nothing at all to light
4155 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4158 // count this light in the r_speeds
4159 r_refdef.stats.lights++;
4161 // flag it as worth drawing later
4162 rtlight->draw = true;
4164 // cache all the animated entities that cast a shadow but are not visible
4165 for (i = 0;i < numshadowentities;i++)
4166 if (!shadowentities[i]->animcache_vertex3f)
4167 R_AnimCache_GetEntity(shadowentities[i], false, false);
4168 for (i = 0;i < numshadowentities_noselfshadow;i++)
4169 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4170 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4172 // allocate some temporary memory for rendering this light later in the frame
4173 // reusable buffers need to be copied, static data can be used as-is
4174 rtlight->cached_numlightentities = numlightentities;
4175 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4176 rtlight->cached_numshadowentities = numshadowentities;
4177 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4178 rtlight->cached_numsurfaces = numsurfaces;
4179 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4180 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4181 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4182 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4183 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4185 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4186 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4187 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4188 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4189 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4193 // compiled light data
4194 rtlight->cached_shadowtrispvs = shadowtrispvs;
4195 rtlight->cached_lighttrispvs = lighttrispvs;
4196 rtlight->cached_surfacelist = surfacelist;
4200 void R_Shadow_DrawLight(rtlight_t *rtlight)
4204 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4205 int numlightentities;
4206 int numlightentities_noselfshadow;
4207 int numshadowentities;
4208 int numshadowentities_noselfshadow;
4209 entity_render_t **lightentities;
4210 entity_render_t **lightentities_noselfshadow;
4211 entity_render_t **shadowentities;
4212 entity_render_t **shadowentities_noselfshadow;
4214 static unsigned char entitysides[MAX_EDICTS];
4215 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4216 vec3_t nearestpoint;
4218 qboolean castshadows;
4221 // check if we cached this light this frame (meaning it is worth drawing)
4225 numlightentities = rtlight->cached_numlightentities;
4226 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4227 numshadowentities = rtlight->cached_numshadowentities;
4228 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4229 numsurfaces = rtlight->cached_numsurfaces;
4230 lightentities = rtlight->cached_lightentities;
4231 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4232 shadowentities = rtlight->cached_shadowentities;
4233 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4234 shadowtrispvs = rtlight->cached_shadowtrispvs;
4235 lighttrispvs = rtlight->cached_lighttrispvs;
4236 surfacelist = rtlight->cached_surfacelist;
4238 // set up a scissor rectangle for this light
4239 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4242 // don't let sound skip if going slow
4243 if (r_refdef.scene.extraupdate)
4246 // make this the active rtlight for rendering purposes
4247 R_Shadow_RenderMode_ActiveLight(rtlight);
4249 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4251 // optionally draw visible shape of the shadow volumes
4252 // for performance analysis by level designers
4253 R_Shadow_RenderMode_VisibleShadowVolumes();
4255 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4256 for (i = 0;i < numshadowentities;i++)
4257 R_Shadow_DrawEntityShadow(shadowentities[i]);
4258 for (i = 0;i < numshadowentities_noselfshadow;i++)
4259 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4260 R_Shadow_RenderMode_VisibleLighting(false, false);
4263 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4265 // optionally draw the illuminated areas
4266 // for performance analysis by level designers
4267 R_Shadow_RenderMode_VisibleLighting(false, false);
4269 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4270 for (i = 0;i < numlightentities;i++)
4271 R_Shadow_DrawEntityLight(lightentities[i]);
4272 for (i = 0;i < numlightentities_noselfshadow;i++)
4273 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4276 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4278 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4279 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4280 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4281 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4283 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4284 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4285 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4287 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4293 int receivermask = 0;
4294 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4295 Matrix4x4_Abs(&radiustolight);
4297 r_shadow_shadowmaplod = 0;
4298 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4299 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4300 r_shadow_shadowmaplod = i;
4302 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4304 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4306 surfacesides = NULL;
4309 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4311 castermask = rtlight->static_shadowmap_casters;
4312 receivermask = rtlight->static_shadowmap_receivers;
4316 surfacesides = r_shadow_buffer_surfacesides;
4317 for(i = 0;i < numsurfaces;i++)
4319 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4320 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4321 castermask |= surfacesides[i];
4322 receivermask |= surfacesides[i];
4326 if (receivermask < 0x3F)
4328 for (i = 0;i < numlightentities;i++)
4329 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4330 if (receivermask < 0x3F)
4331 for(i = 0; i < numlightentities_noselfshadow;i++)
4332 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4335 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4339 for (i = 0;i < numshadowentities;i++)
4340 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4341 for (i = 0;i < numshadowentities_noselfshadow;i++)
4342 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4345 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4347 // render shadow casters into 6 sided depth texture
4348 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4350 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4351 if (! (castermask & (1 << side))) continue;
4353 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4354 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4355 R_Shadow_DrawEntityShadow(shadowentities[i]);
4358 if (numlightentities_noselfshadow)
4360 // render lighting using the depth texture as shadowmap
4361 // draw lighting in the unmasked areas
4362 R_Shadow_RenderMode_Lighting(false, false, true);
4363 for (i = 0;i < numlightentities_noselfshadow;i++)
4364 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4367 // render shadow casters into 6 sided depth texture
4368 if (numshadowentities_noselfshadow)
4370 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4372 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4373 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4374 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4378 // render lighting using the depth texture as shadowmap
4379 // draw lighting in the unmasked areas
4380 R_Shadow_RenderMode_Lighting(false, false, true);
4381 // draw lighting in the unmasked areas
4383 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4384 for (i = 0;i < numlightentities;i++)
4385 R_Shadow_DrawEntityLight(lightentities[i]);
4387 else if (castshadows && vid.stencil)
4389 // draw stencil shadow volumes to mask off pixels that are in shadow
4390 // so that they won't receive lighting
4391 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4392 R_Shadow_ClearStencil();
4395 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4396 for (i = 0;i < numshadowentities;i++)
4397 R_Shadow_DrawEntityShadow(shadowentities[i]);
4399 // draw lighting in the unmasked areas
4400 R_Shadow_RenderMode_Lighting(true, false, false);
4401 for (i = 0;i < numlightentities_noselfshadow;i++)
4402 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4404 for (i = 0;i < numshadowentities_noselfshadow;i++)
4405 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4407 // draw lighting in the unmasked areas
4408 R_Shadow_RenderMode_Lighting(true, false, false);
4410 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4411 for (i = 0;i < numlightentities;i++)
4412 R_Shadow_DrawEntityLight(lightentities[i]);
4416 // draw lighting in the unmasked areas
4417 R_Shadow_RenderMode_Lighting(false, false, false);
4419 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4420 for (i = 0;i < numlightentities;i++)
4421 R_Shadow_DrawEntityLight(lightentities[i]);
4422 for (i = 0;i < numlightentities_noselfshadow;i++)
4423 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4426 if (r_shadow_usingdeferredprepass)
4428 // when rendering deferred lighting, we simply rasterize the box
4429 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4430 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4431 else if (castshadows && vid.stencil)
4432 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4434 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4438 static void R_Shadow_FreeDeferred(void)
4440 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4441 r_shadow_prepassgeometryfbo = 0;
4443 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4444 r_shadow_prepasslightingdiffusespecularfbo = 0;
4446 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4447 r_shadow_prepasslightingdiffusefbo = 0;
4449 if (r_shadow_prepassgeometrydepthtexture)
4450 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4451 r_shadow_prepassgeometrydepthtexture = NULL;
4453 if (r_shadow_prepassgeometrydepthcolortexture)
4454 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4455 r_shadow_prepassgeometrydepthcolortexture = NULL;
4457 if (r_shadow_prepassgeometrynormalmaptexture)
4458 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4459 r_shadow_prepassgeometrynormalmaptexture = NULL;
4461 if (r_shadow_prepasslightingdiffusetexture)
4462 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4463 r_shadow_prepasslightingdiffusetexture = NULL;
4465 if (r_shadow_prepasslightingspeculartexture)
4466 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4467 r_shadow_prepasslightingspeculartexture = NULL;
4470 void R_Shadow_DrawPrepass(void)
4478 entity_render_t *ent;
4479 float clearcolor[4];
4481 R_Mesh_ResetTextureState();
4483 GL_ColorMask(1,1,1,1);
4484 GL_BlendFunc(GL_ONE, GL_ZERO);
4487 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4488 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4489 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4490 if (r_timereport_active)
4491 R_TimeReport("prepasscleargeom");
4493 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4494 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4495 if (r_timereport_active)
4496 R_TimeReport("prepassworld");
4498 for (i = 0;i < r_refdef.scene.numentities;i++)
4500 if (!r_refdef.viewcache.entityvisible[i])
4502 ent = r_refdef.scene.entities[i];
4503 if (ent->model && ent->model->DrawPrepass != NULL)
4504 ent->model->DrawPrepass(ent);
4507 if (r_timereport_active)
4508 R_TimeReport("prepassmodels");
4510 GL_DepthMask(false);
4511 GL_ColorMask(1,1,1,1);
4514 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4515 Vector4Set(clearcolor, 0, 0, 0, 0);
4516 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4517 if (r_timereport_active)
4518 R_TimeReport("prepassclearlit");
4520 R_Shadow_RenderMode_Begin();
4522 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4523 if (r_shadow_debuglight.integer >= 0)
4525 lightindex = r_shadow_debuglight.integer;
4526 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4527 if (light && (light->flags & flag) && light->rtlight.draw)
4528 R_Shadow_DrawLight(&light->rtlight);
4532 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4533 for (lightindex = 0;lightindex < range;lightindex++)
4535 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4536 if (light && (light->flags & flag) && light->rtlight.draw)
4537 R_Shadow_DrawLight(&light->rtlight);
4540 if (r_refdef.scene.rtdlight)
4541 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4542 if (r_refdef.scene.lights[lnum]->draw)
4543 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4545 R_Mesh_ResetRenderTargets();
4547 R_Shadow_RenderMode_End();
4549 if (r_timereport_active)
4550 R_TimeReport("prepasslights");
4553 void R_Shadow_DrawLightSprites(void);
4554 void R_Shadow_PrepareLights(void)
4564 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4565 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4566 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4567 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4568 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4569 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4570 R_Shadow_FreeShadowMaps();
4572 r_shadow_usingshadowmaportho = false;
4574 switch (vid.renderpath)
4576 case RENDERPATH_GL20:
4577 case RENDERPATH_D3D9:
4578 case RENDERPATH_D3D10:
4579 case RENDERPATH_D3D11:
4580 case RENDERPATH_SOFT:
4581 case RENDERPATH_GLES2:
4582 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4584 r_shadow_usingdeferredprepass = false;
4585 if (r_shadow_prepass_width)
4586 R_Shadow_FreeDeferred();
4587 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4591 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4593 R_Shadow_FreeDeferred();
4595 r_shadow_usingdeferredprepass = true;
4596 r_shadow_prepass_width = vid.width;
4597 r_shadow_prepass_height = vid.height;
4598 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4599 switch (vid.renderpath)
4601 case RENDERPATH_D3D9:
4602 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4607 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4608 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4609 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4611 // set up the geometry pass fbo (depth + normalmap)
4612 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4613 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4614 // render depth into one texture and normalmap into the other
4615 if (qglDrawBuffersARB)
4617 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4618 qglReadBuffer(GL_NONE);CHECKGLERROR
4619 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4620 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4622 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4623 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4624 r_shadow_usingdeferredprepass = false;
4628 // set up the lighting pass fbo (diffuse + specular)
4629 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4630 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4631 // render diffuse into one texture and specular into another,
4632 // with depth and normalmap bound as textures,
4633 // with depth bound as attachment as well
4634 if (qglDrawBuffersARB)
4636 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4637 qglReadBuffer(GL_NONE);CHECKGLERROR
4638 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4639 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4641 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4642 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4643 r_shadow_usingdeferredprepass = false;
4647 // set up the lighting pass fbo (diffuse)
4648 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4649 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4650 // render diffuse into one texture,
4651 // with depth and normalmap bound as textures,
4652 // with depth bound as attachment as well
4653 if (qglDrawBuffersARB)
4655 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4656 qglReadBuffer(GL_NONE);CHECKGLERROR
4657 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4658 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4660 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4661 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4662 r_shadow_usingdeferredprepass = false;
4667 case RENDERPATH_GL13:
4668 case RENDERPATH_GL11:
4669 r_shadow_usingdeferredprepass = false;
4673 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);
4675 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4676 if (r_shadow_debuglight.integer >= 0)
4678 lightindex = r_shadow_debuglight.integer;
4679 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4680 if (light && (light->flags & flag))
4681 R_Shadow_PrepareLight(&light->rtlight);
4685 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4686 for (lightindex = 0;lightindex < range;lightindex++)
4688 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4689 if (light && (light->flags & flag))
4690 R_Shadow_PrepareLight(&light->rtlight);
4693 if (r_refdef.scene.rtdlight)
4695 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4696 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4698 else if(gl_flashblend.integer)
4700 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4702 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4703 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4704 VectorScale(rtlight->color, f, rtlight->currentcolor);
4708 if (r_editlights.integer)
4709 R_Shadow_DrawLightSprites();
4711 R_Shadow_UpdateBounceGridTexture();
4714 void R_Shadow_DrawLights(void)
4722 R_Shadow_RenderMode_Begin();
4724 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4725 if (r_shadow_debuglight.integer >= 0)
4727 lightindex = r_shadow_debuglight.integer;
4728 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4729 if (light && (light->flags & flag))
4730 R_Shadow_DrawLight(&light->rtlight);
4734 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4735 for (lightindex = 0;lightindex < range;lightindex++)
4737 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4738 if (light && (light->flags & flag))
4739 R_Shadow_DrawLight(&light->rtlight);
4742 if (r_refdef.scene.rtdlight)
4743 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4744 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4746 R_Shadow_RenderMode_End();
4749 extern const float r_screenvertex3f[12];
4750 extern void R_SetupView(qboolean allowwaterclippingplane);
4751 extern void R_ResetViewRendering3D(void);
4752 extern void R_ResetViewRendering2D(void);
4753 extern cvar_t r_shadows;
4754 extern cvar_t r_shadows_darken;
4755 extern cvar_t r_shadows_drawafterrtlighting;
4756 extern cvar_t r_shadows_castfrombmodels;
4757 extern cvar_t r_shadows_throwdistance;
4758 extern cvar_t r_shadows_throwdirection;
4759 extern cvar_t r_shadows_focus;
4760 extern cvar_t r_shadows_shadowmapscale;
4762 void R_Shadow_PrepareModelShadows(void)
4765 float scale, size, radius, dot1, dot2;
4766 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4767 entity_render_t *ent;
4769 if (!r_refdef.scene.numentities)
4772 switch (r_shadow_shadowmode)
4774 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4775 if (r_shadows.integer >= 2)
4778 case R_SHADOW_SHADOWMODE_STENCIL:
4779 for (i = 0;i < r_refdef.scene.numentities;i++)
4781 ent = r_refdef.scene.entities[i];
4782 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4783 R_AnimCache_GetEntity(ent, false, false);
4790 size = 2*r_shadow_shadowmapmaxsize;
4791 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4792 radius = 0.5f * size / scale;
4794 Math_atov(r_shadows_throwdirection.string, shadowdir);
4795 VectorNormalize(shadowdir);
4796 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4797 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4798 if (fabs(dot1) <= fabs(dot2))
4799 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4801 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4802 VectorNormalize(shadowforward);
4803 CrossProduct(shadowdir, shadowforward, shadowright);
4804 Math_atov(r_shadows_focus.string, shadowfocus);
4805 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4806 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4807 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4808 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4809 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4811 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4813 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4814 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4815 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4816 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4817 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4818 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4820 for (i = 0;i < r_refdef.scene.numentities;i++)
4822 ent = r_refdef.scene.entities[i];
4823 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4825 // cast shadows from anything of the map (submodels are optional)
4826 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4827 R_AnimCache_GetEntity(ent, false, false);
4831 void R_DrawModelShadowMaps(void)
4834 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4835 entity_render_t *ent;
4836 vec3_t relativelightorigin;
4837 vec3_t relativelightdirection, relativeforward, relativeright;
4838 vec3_t relativeshadowmins, relativeshadowmaxs;
4839 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4841 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4842 r_viewport_t viewport;
4844 float clearcolor[4];
4846 if (!r_refdef.scene.numentities)
4849 switch (r_shadow_shadowmode)
4851 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4857 R_ResetViewRendering3D();
4858 R_Shadow_RenderMode_Begin();
4859 R_Shadow_RenderMode_ActiveLight(NULL);
4861 switch (r_shadow_shadowmode)
4863 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4864 if (!r_shadow_shadowmap2dtexture)
4865 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4866 fbo = r_shadow_fbo2d;
4867 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4868 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4869 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4875 size = 2*r_shadow_shadowmapmaxsize;
4876 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4877 radius = 0.5f / scale;
4878 nearclip = -r_shadows_throwdistance.value;
4879 farclip = r_shadows_throwdistance.value;
4880 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4882 r_shadow_shadowmap_parameters[0] = size;
4883 r_shadow_shadowmap_parameters[1] = size;
4884 r_shadow_shadowmap_parameters[2] = 1.0;
4885 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4887 Math_atov(r_shadows_throwdirection.string, shadowdir);
4888 VectorNormalize(shadowdir);
4889 Math_atov(r_shadows_focus.string, shadowfocus);
4890 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4891 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4892 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4893 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4894 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4895 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4896 if (fabs(dot1) <= fabs(dot2))
4897 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4899 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4900 VectorNormalize(shadowforward);
4901 VectorM(scale, shadowforward, &m[0]);
4902 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4904 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4905 CrossProduct(shadowdir, shadowforward, shadowright);
4906 VectorM(scale, shadowright, &m[4]);
4907 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4908 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4909 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4910 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4911 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4912 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4914 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4916 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4917 R_SetupShader_DepthOrShadow();
4918 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4921 R_SetViewport(&viewport);
4922 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4923 Vector4Set(clearcolor, 1,1,1,1);
4924 // in D3D9 we have to render to a color texture shadowmap
4925 // in GL we render directly to a depth texture only
4926 if (r_shadow_shadowmap2dtexture)
4927 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4929 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4930 // render into a slightly restricted region so that the borders of the
4931 // shadowmap area fade away, rather than streaking across everything
4932 // outside the usable area
4933 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4937 R_Mesh_ResetRenderTargets();
4938 R_SetupShader_ShowDepth();
4939 GL_ColorMask(1,1,1,1);
4940 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4943 for (i = 0;i < r_refdef.scene.numentities;i++)
4945 ent = r_refdef.scene.entities[i];
4947 // cast shadows from anything of the map (submodels are optional)
4948 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4950 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4951 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4952 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4953 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4954 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4955 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4956 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4957 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4958 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4959 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4960 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4961 RSurf_ActiveModelEntity(ent, false, false, false);
4962 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4963 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4970 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4972 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4974 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4975 Cvar_SetValueQuick(&r_test, 0);
4980 R_Shadow_RenderMode_End();
4982 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4983 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4984 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4985 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4986 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4987 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4989 switch (vid.renderpath)
4991 case RENDERPATH_GL11:
4992 case RENDERPATH_GL13:
4993 case RENDERPATH_GL20:
4994 case RENDERPATH_SOFT:
4995 case RENDERPATH_GLES2:
4997 case RENDERPATH_D3D9:
4998 case RENDERPATH_D3D10:
4999 case RENDERPATH_D3D11:
5000 #ifdef OPENGL_ORIENTATION
5001 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5002 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
5003 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
5004 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
5006 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5007 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
5008 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
5009 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
5014 r_shadow_usingshadowmaportho = true;
5015 switch (r_shadow_shadowmode)
5017 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5018 r_shadow_usingshadowmap2d = true;
5025 void R_DrawModelShadows(void)
5028 float relativethrowdistance;
5029 entity_render_t *ent;
5030 vec3_t relativelightorigin;
5031 vec3_t relativelightdirection;
5032 vec3_t relativeshadowmins, relativeshadowmaxs;
5033 vec3_t tmp, shadowdir;
5035 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5038 R_ResetViewRendering3D();
5039 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5040 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5041 R_Shadow_RenderMode_Begin();
5042 R_Shadow_RenderMode_ActiveLight(NULL);
5043 r_shadow_lightscissor[0] = r_refdef.view.x;
5044 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5045 r_shadow_lightscissor[2] = r_refdef.view.width;
5046 r_shadow_lightscissor[3] = r_refdef.view.height;
5047 R_Shadow_RenderMode_StencilShadowVolumes(false);
5050 if (r_shadows.integer == 2)
5052 Math_atov(r_shadows_throwdirection.string, shadowdir);
5053 VectorNormalize(shadowdir);
5056 R_Shadow_ClearStencil();
5058 for (i = 0;i < r_refdef.scene.numentities;i++)
5060 ent = r_refdef.scene.entities[i];
5062 // cast shadows from anything of the map (submodels are optional)
5063 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5065 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5066 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5067 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5068 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5069 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5072 if(ent->entitynumber != 0)
5074 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5076 // FIXME handle this
5077 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5081 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5082 int entnum, entnum2, recursion;
5083 entnum = entnum2 = ent->entitynumber;
5084 for(recursion = 32; recursion > 0; --recursion)
5086 entnum2 = cl.entities[entnum].state_current.tagentity;
5087 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5092 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5094 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5095 // transform into modelspace of OUR entity
5096 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5097 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5100 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5104 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5107 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5108 RSurf_ActiveModelEntity(ent, false, false, false);
5109 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5110 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5114 // not really the right mode, but this will disable any silly stencil features
5115 R_Shadow_RenderMode_End();
5117 // set up ortho view for rendering this pass
5118 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5119 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5120 //GL_ScissorTest(true);
5121 //R_EntityMatrix(&identitymatrix);
5122 //R_Mesh_ResetTextureState();
5123 R_ResetViewRendering2D();
5125 // set up a darkening blend on shadowed areas
5126 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5127 //GL_DepthRange(0, 1);
5128 //GL_DepthTest(false);
5129 //GL_DepthMask(false);
5130 //GL_PolygonOffset(0, 0);CHECKGLERROR
5131 GL_Color(0, 0, 0, r_shadows_darken.value);
5132 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5133 //GL_DepthFunc(GL_ALWAYS);
5134 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5136 // apply the blend to the shadowed areas
5137 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5138 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5139 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5141 // restore the viewport
5142 R_SetViewport(&r_refdef.view.viewport);
5144 // restore other state to normal
5145 //R_Shadow_RenderMode_End();
5148 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5151 vec3_t centerorigin;
5153 // if it's too close, skip it
5154 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5156 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5159 if (usequery && r_numqueries + 2 <= r_maxqueries)
5161 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5162 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5163 // 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
5164 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5166 switch(vid.renderpath)
5168 case RENDERPATH_GL20:
5169 case RENDERPATH_GL13:
5170 case RENDERPATH_GL11:
5171 case RENDERPATH_GLES2:
5173 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5174 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5175 GL_DepthFunc(GL_ALWAYS);
5176 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5177 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5178 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5179 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5180 GL_DepthFunc(GL_LEQUAL);
5181 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5182 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5183 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5184 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5185 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5188 case RENDERPATH_D3D9:
5189 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5191 case RENDERPATH_D3D10:
5192 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5194 case RENDERPATH_D3D11:
5195 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5197 case RENDERPATH_SOFT:
5198 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5202 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5205 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5207 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5210 GLint allpixels = 0, visiblepixels = 0;
5211 // now we have to check the query result
5212 if (rtlight->corona_queryindex_visiblepixels)
5214 switch(vid.renderpath)
5216 case RENDERPATH_GL20:
5217 case RENDERPATH_GL13:
5218 case RENDERPATH_GL11:
5219 case RENDERPATH_GLES2:
5221 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5222 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5225 case RENDERPATH_D3D9:
5226 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5228 case RENDERPATH_D3D10:
5229 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5231 case RENDERPATH_D3D11:
5232 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5234 case RENDERPATH_SOFT:
5235 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5238 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5239 if (visiblepixels < 1 || allpixels < 1)
5241 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5242 cscale *= rtlight->corona_visibility;
5246 // FIXME: these traces should scan all render entities instead of cl.world
5247 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5250 VectorScale(rtlight->currentcolor, cscale, color);
5251 if (VectorLength(color) > (1.0f / 256.0f))
5254 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5257 VectorNegate(color, color);
5258 switch(vid.renderpath)
5260 case RENDERPATH_GL11:
5261 case RENDERPATH_GL13:
5262 case RENDERPATH_GL20:
5263 case RENDERPATH_GLES2:
5264 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5266 case RENDERPATH_D3D9:
5268 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5271 case RENDERPATH_D3D10:
5272 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5274 case RENDERPATH_D3D11:
5275 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5277 case RENDERPATH_SOFT:
5278 DPSOFTRAST_BlendSubtract(true);
5282 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5283 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);
5284 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5287 switch(vid.renderpath)
5289 case RENDERPATH_GL11:
5290 case RENDERPATH_GL13:
5291 case RENDERPATH_GL20:
5292 case RENDERPATH_GLES2:
5293 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5295 case RENDERPATH_D3D9:
5297 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5300 case RENDERPATH_D3D10:
5301 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5303 case RENDERPATH_D3D11:
5304 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5306 case RENDERPATH_SOFT:
5307 DPSOFTRAST_BlendSubtract(false);
5314 void R_Shadow_DrawCoronas(void)
5317 qboolean usequery = false;
5322 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5324 if (r_waterstate.renderingscene)
5326 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5327 R_EntityMatrix(&identitymatrix);
5329 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5331 // check occlusion of coronas
5332 // use GL_ARB_occlusion_query if available
5333 // otherwise use raytraces
5335 switch (vid.renderpath)
5337 case RENDERPATH_GL11:
5338 case RENDERPATH_GL13:
5339 case RENDERPATH_GL20:
5340 case RENDERPATH_GLES2:
5341 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5344 GL_ColorMask(0,0,0,0);
5345 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5346 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5349 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5350 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5352 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5355 RSurf_ActiveWorldEntity();
5356 GL_BlendFunc(GL_ONE, GL_ZERO);
5357 GL_CullFace(GL_NONE);
5358 GL_DepthMask(false);
5359 GL_DepthRange(0, 1);
5360 GL_PolygonOffset(0, 0);
5362 R_Mesh_ResetTextureState();
5363 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5366 case RENDERPATH_D3D9:
5368 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5370 case RENDERPATH_D3D10:
5371 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5373 case RENDERPATH_D3D11:
5374 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5376 case RENDERPATH_SOFT:
5378 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5381 for (lightindex = 0;lightindex < range;lightindex++)
5383 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5386 rtlight = &light->rtlight;
5387 rtlight->corona_visibility = 0;
5388 rtlight->corona_queryindex_visiblepixels = 0;
5389 rtlight->corona_queryindex_allpixels = 0;
5390 if (!(rtlight->flags & flag))
5392 if (rtlight->corona <= 0)
5394 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5396 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5398 for (i = 0;i < r_refdef.scene.numlights;i++)
5400 rtlight = r_refdef.scene.lights[i];
5401 rtlight->corona_visibility = 0;
5402 rtlight->corona_queryindex_visiblepixels = 0;
5403 rtlight->corona_queryindex_allpixels = 0;
5404 if (!(rtlight->flags & flag))
5406 if (rtlight->corona <= 0)
5408 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5411 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5413 // now draw the coronas using the query data for intensity info
5414 for (lightindex = 0;lightindex < range;lightindex++)
5416 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5419 rtlight = &light->rtlight;
5420 if (rtlight->corona_visibility <= 0)
5422 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5424 for (i = 0;i < r_refdef.scene.numlights;i++)
5426 rtlight = r_refdef.scene.lights[i];
5427 if (rtlight->corona_visibility <= 0)
5429 if (gl_flashblend.integer)
5430 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5432 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5438 dlight_t *R_Shadow_NewWorldLight(void)
5440 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5443 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)
5446 // validate parameters
5447 if (style < 0 || style >= MAX_LIGHTSTYLES)
5449 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5455 // copy to light properties
5456 VectorCopy(origin, light->origin);
5457 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5458 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5459 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5461 light->color[0] = max(color[0], 0);
5462 light->color[1] = max(color[1], 0);
5463 light->color[2] = max(color[2], 0);
5465 light->color[0] = color[0];
5466 light->color[1] = color[1];
5467 light->color[2] = color[2];
5468 light->radius = max(radius, 0);
5469 light->style = style;
5470 light->shadow = shadowenable;
5471 light->corona = corona;
5472 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5473 light->coronasizescale = coronasizescale;
5474 light->ambientscale = ambientscale;
5475 light->diffusescale = diffusescale;
5476 light->specularscale = specularscale;
5477 light->flags = flags;
5479 // update renderable light data
5480 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5481 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);
5484 void R_Shadow_FreeWorldLight(dlight_t *light)
5486 if (r_shadow_selectedlight == light)
5487 r_shadow_selectedlight = NULL;
5488 R_RTLight_Uncompile(&light->rtlight);
5489 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5492 void R_Shadow_ClearWorldLights(void)
5496 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5497 for (lightindex = 0;lightindex < range;lightindex++)
5499 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5501 R_Shadow_FreeWorldLight(light);
5503 r_shadow_selectedlight = NULL;
5506 void R_Shadow_SelectLight(dlight_t *light)
5508 if (r_shadow_selectedlight)
5509 r_shadow_selectedlight->selected = false;
5510 r_shadow_selectedlight = light;
5511 if (r_shadow_selectedlight)
5512 r_shadow_selectedlight->selected = true;
5515 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5517 // this is never batched (there can be only one)
5519 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5520 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5521 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5524 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5529 skinframe_t *skinframe;
5532 // this is never batched (due to the ent parameter changing every time)
5533 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5534 const dlight_t *light = (dlight_t *)ent;
5537 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5540 VectorScale(light->color, intensity, spritecolor);
5541 if (VectorLength(spritecolor) < 0.1732f)
5542 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5543 if (VectorLength(spritecolor) > 1.0f)
5544 VectorNormalize(spritecolor);
5546 // draw light sprite
5547 if (light->cubemapname[0] && !light->shadow)
5548 skinframe = r_editlights_sprcubemapnoshadowlight;
5549 else if (light->cubemapname[0])
5550 skinframe = r_editlights_sprcubemaplight;
5551 else if (!light->shadow)
5552 skinframe = r_editlights_sprnoshadowlight;
5554 skinframe = r_editlights_sprlight;
5556 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);
5557 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5559 // draw selection sprite if light is selected
5560 if (light->selected)
5562 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5563 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5564 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5568 void R_Shadow_DrawLightSprites(void)
5572 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5573 for (lightindex = 0;lightindex < range;lightindex++)
5575 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5577 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5579 if (!r_editlights_lockcursor)
5580 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5583 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5588 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5589 if (lightindex >= range)
5591 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5594 rtlight = &light->rtlight;
5595 //if (!(rtlight->flags & flag))
5597 VectorCopy(rtlight->shadoworigin, origin);
5598 *radius = rtlight->radius;
5599 VectorCopy(rtlight->color, color);
5603 void R_Shadow_SelectLightInView(void)
5605 float bestrating, rating, temp[3];
5609 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5613 if (r_editlights_lockcursor)
5615 for (lightindex = 0;lightindex < range;lightindex++)
5617 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5620 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5621 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5624 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5625 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5627 bestrating = rating;
5632 R_Shadow_SelectLight(best);
5635 void R_Shadow_LoadWorldLights(void)
5637 int n, a, style, shadow, flags;
5638 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5639 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5640 if (cl.worldmodel == NULL)
5642 Con_Print("No map loaded.\n");
5645 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5646 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5656 for (;COM_Parse(t, true) && strcmp(
5657 if (COM_Parse(t, true))
5659 if (com_token[0] == '!')
5662 origin[0] = atof(com_token+1);
5665 origin[0] = atof(com_token);
5670 while (*s && *s != '\n' && *s != '\r')
5676 // check for modifier flags
5683 #if _MSC_VER >= 1400
5684 #define sscanf sscanf_s
5686 cubemapname[sizeof(cubemapname)-1] = 0;
5687 #if MAX_QPATH != 128
5688 #error update this code if MAX_QPATH changes
5690 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
5691 #if _MSC_VER >= 1400
5692 , sizeof(cubemapname)
5694 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5697 flags = LIGHTFLAG_REALTIMEMODE;
5705 coronasizescale = 0.25f;
5707 VectorClear(angles);
5710 if (a < 9 || !strcmp(cubemapname, "\"\""))
5712 // remove quotes on cubemapname
5713 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5716 namelen = strlen(cubemapname) - 2;
5717 memmove(cubemapname, cubemapname + 1, namelen);
5718 cubemapname[namelen] = '\0';
5722 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);
5725 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5733 Con_Printf("invalid rtlights file \"%s\"\n", name);
5734 Mem_Free(lightsstring);
5738 void R_Shadow_SaveWorldLights(void)
5742 size_t bufchars, bufmaxchars;
5744 char name[MAX_QPATH];
5745 char line[MAX_INPUTLINE];
5746 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5747 // I hate lines which are 3 times my screen size :( --blub
5750 if (cl.worldmodel == NULL)
5752 Con_Print("No map loaded.\n");
5755 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5756 bufchars = bufmaxchars = 0;
5758 for (lightindex = 0;lightindex < range;lightindex++)
5760 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5763 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5764 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);
5765 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5766 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]);
5768 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);
5769 if (bufchars + strlen(line) > bufmaxchars)
5771 bufmaxchars = bufchars + strlen(line) + 2048;
5773 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5777 memcpy(buf, oldbuf, bufchars);
5783 memcpy(buf + bufchars, line, strlen(line));
5784 bufchars += strlen(line);
5788 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5793 void R_Shadow_LoadLightsFile(void)
5796 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5797 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5798 if (cl.worldmodel == NULL)
5800 Con_Print("No map loaded.\n");
5803 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5804 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5812 while (*s && *s != '\n' && *s != '\r')
5818 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);
5822 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);
5825 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5826 radius = bound(15, radius, 4096);
5827 VectorScale(color, (2.0f / (8388608.0f)), color);
5828 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5836 Con_Printf("invalid lights file \"%s\"\n", name);
5837 Mem_Free(lightsstring);
5841 // tyrlite/hmap2 light types in the delay field
5842 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5844 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5856 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5857 char key[256], value[MAX_INPUTLINE];
5859 if (cl.worldmodel == NULL)
5861 Con_Print("No map loaded.\n");
5864 // try to load a .ent file first
5865 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5866 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5867 // and if that is not found, fall back to the bsp file entity string
5869 data = cl.worldmodel->brush.entities;
5872 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5874 type = LIGHTTYPE_MINUSX;
5875 origin[0] = origin[1] = origin[2] = 0;
5876 originhack[0] = originhack[1] = originhack[2] = 0;
5877 angles[0] = angles[1] = angles[2] = 0;
5878 color[0] = color[1] = color[2] = 1;
5879 light[0] = light[1] = light[2] = 1;light[3] = 300;
5880 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5890 if (!COM_ParseToken_Simple(&data, false, false))
5892 if (com_token[0] == '}')
5893 break; // end of entity
5894 if (com_token[0] == '_')
5895 strlcpy(key, com_token + 1, sizeof(key));
5897 strlcpy(key, com_token, sizeof(key));
5898 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5899 key[strlen(key)-1] = 0;
5900 if (!COM_ParseToken_Simple(&data, false, false))
5902 strlcpy(value, com_token, sizeof(value));
5904 // now that we have the key pair worked out...
5905 if (!strcmp("light", key))
5907 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5911 light[0] = vec[0] * (1.0f / 256.0f);
5912 light[1] = vec[0] * (1.0f / 256.0f);
5913 light[2] = vec[0] * (1.0f / 256.0f);
5919 light[0] = vec[0] * (1.0f / 255.0f);
5920 light[1] = vec[1] * (1.0f / 255.0f);
5921 light[2] = vec[2] * (1.0f / 255.0f);
5925 else if (!strcmp("delay", key))
5927 else if (!strcmp("origin", key))
5928 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5929 else if (!strcmp("angle", key))
5930 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5931 else if (!strcmp("angles", key))
5932 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5933 else if (!strcmp("color", key))
5934 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5935 else if (!strcmp("wait", key))
5936 fadescale = atof(value);
5937 else if (!strcmp("classname", key))
5939 if (!strncmp(value, "light", 5))
5942 if (!strcmp(value, "light_fluoro"))
5947 overridecolor[0] = 1;
5948 overridecolor[1] = 1;
5949 overridecolor[2] = 1;
5951 if (!strcmp(value, "light_fluorospark"))
5956 overridecolor[0] = 1;
5957 overridecolor[1] = 1;
5958 overridecolor[2] = 1;
5960 if (!strcmp(value, "light_globe"))
5965 overridecolor[0] = 1;
5966 overridecolor[1] = 0.8;
5967 overridecolor[2] = 0.4;
5969 if (!strcmp(value, "light_flame_large_yellow"))
5974 overridecolor[0] = 1;
5975 overridecolor[1] = 0.5;
5976 overridecolor[2] = 0.1;
5978 if (!strcmp(value, "light_flame_small_yellow"))
5983 overridecolor[0] = 1;
5984 overridecolor[1] = 0.5;
5985 overridecolor[2] = 0.1;
5987 if (!strcmp(value, "light_torch_small_white"))
5992 overridecolor[0] = 1;
5993 overridecolor[1] = 0.5;
5994 overridecolor[2] = 0.1;
5996 if (!strcmp(value, "light_torch_small_walltorch"))
6001 overridecolor[0] = 1;
6002 overridecolor[1] = 0.5;
6003 overridecolor[2] = 0.1;
6007 else if (!strcmp("style", key))
6008 style = atoi(value);
6009 else if (!strcmp("skin", key))
6010 skin = (int)atof(value);
6011 else if (!strcmp("pflags", key))
6012 pflags = (int)atof(value);
6013 //else if (!strcmp("effects", key))
6014 // effects = (int)atof(value);
6015 else if (cl.worldmodel->type == mod_brushq3)
6017 if (!strcmp("scale", key))
6018 lightscale = atof(value);
6019 if (!strcmp("fade", key))
6020 fadescale = atof(value);
6025 if (lightscale <= 0)
6029 if (color[0] == color[1] && color[0] == color[2])
6031 color[0] *= overridecolor[0];
6032 color[1] *= overridecolor[1];
6033 color[2] *= overridecolor[2];
6035 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6036 color[0] = color[0] * light[0];
6037 color[1] = color[1] * light[1];
6038 color[2] = color[2] * light[2];
6041 case LIGHTTYPE_MINUSX:
6043 case LIGHTTYPE_RECIPX:
6045 VectorScale(color, (1.0f / 16.0f), color);
6047 case LIGHTTYPE_RECIPXX:
6049 VectorScale(color, (1.0f / 16.0f), color);
6052 case LIGHTTYPE_NONE:
6056 case LIGHTTYPE_MINUSXX:
6059 VectorAdd(origin, originhack, origin);
6061 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);
6064 Mem_Free(entfiledata);
6068 void R_Shadow_SetCursorLocationForView(void)
6071 vec3_t dest, endpos;
6073 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6074 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6075 if (trace.fraction < 1)
6077 dist = trace.fraction * r_editlights_cursordistance.value;
6078 push = r_editlights_cursorpushback.value;
6082 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6083 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6087 VectorClear( endpos );
6089 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6090 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6091 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6094 void R_Shadow_UpdateWorldLightSelection(void)
6096 if (r_editlights.integer)
6098 R_Shadow_SetCursorLocationForView();
6099 R_Shadow_SelectLightInView();
6102 R_Shadow_SelectLight(NULL);
6105 void R_Shadow_EditLights_Clear_f(void)
6107 R_Shadow_ClearWorldLights();
6110 void R_Shadow_EditLights_Reload_f(void)
6114 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6115 R_Shadow_ClearWorldLights();
6116 R_Shadow_LoadWorldLights();
6117 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6119 R_Shadow_LoadLightsFile();
6120 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6121 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6125 void R_Shadow_EditLights_Save_f(void)
6129 R_Shadow_SaveWorldLights();
6132 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6134 R_Shadow_ClearWorldLights();
6135 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6138 void R_Shadow_EditLights_ImportLightsFile_f(void)
6140 R_Shadow_ClearWorldLights();
6141 R_Shadow_LoadLightsFile();
6144 void R_Shadow_EditLights_Spawn_f(void)
6147 if (!r_editlights.integer)
6149 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6152 if (Cmd_Argc() != 1)
6154 Con_Print("r_editlights_spawn does not take parameters\n");
6157 color[0] = color[1] = color[2] = 1;
6158 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6161 void R_Shadow_EditLights_Edit_f(void)
6163 vec3_t origin, angles, color;
6164 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6165 int style, shadows, flags, normalmode, realtimemode;
6166 char cubemapname[MAX_INPUTLINE];
6167 if (!r_editlights.integer)
6169 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6172 if (!r_shadow_selectedlight)
6174 Con_Print("No selected light.\n");
6177 VectorCopy(r_shadow_selectedlight->origin, origin);
6178 VectorCopy(r_shadow_selectedlight->angles, angles);
6179 VectorCopy(r_shadow_selectedlight->color, color);
6180 radius = r_shadow_selectedlight->radius;
6181 style = r_shadow_selectedlight->style;
6182 if (r_shadow_selectedlight->cubemapname)
6183 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6186 shadows = r_shadow_selectedlight->shadow;
6187 corona = r_shadow_selectedlight->corona;
6188 coronasizescale = r_shadow_selectedlight->coronasizescale;
6189 ambientscale = r_shadow_selectedlight->ambientscale;
6190 diffusescale = r_shadow_selectedlight->diffusescale;
6191 specularscale = r_shadow_selectedlight->specularscale;
6192 flags = r_shadow_selectedlight->flags;
6193 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6194 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6195 if (!strcmp(Cmd_Argv(1), "origin"))
6197 if (Cmd_Argc() != 5)
6199 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6202 origin[0] = atof(Cmd_Argv(2));
6203 origin[1] = atof(Cmd_Argv(3));
6204 origin[2] = atof(Cmd_Argv(4));
6206 else if (!strcmp(Cmd_Argv(1), "originscale"))
6208 if (Cmd_Argc() != 5)
6210 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6213 origin[0] *= atof(Cmd_Argv(2));
6214 origin[1] *= atof(Cmd_Argv(3));
6215 origin[2] *= atof(Cmd_Argv(4));
6217 else if (!strcmp(Cmd_Argv(1), "originx"))
6219 if (Cmd_Argc() != 3)
6221 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6224 origin[0] = atof(Cmd_Argv(2));
6226 else if (!strcmp(Cmd_Argv(1), "originy"))
6228 if (Cmd_Argc() != 3)
6230 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6233 origin[1] = atof(Cmd_Argv(2));
6235 else if (!strcmp(Cmd_Argv(1), "originz"))
6237 if (Cmd_Argc() != 3)
6239 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6242 origin[2] = atof(Cmd_Argv(2));
6244 else if (!strcmp(Cmd_Argv(1), "move"))
6246 if (Cmd_Argc() != 5)
6248 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6251 origin[0] += atof(Cmd_Argv(2));
6252 origin[1] += atof(Cmd_Argv(3));
6253 origin[2] += atof(Cmd_Argv(4));
6255 else if (!strcmp(Cmd_Argv(1), "movex"))
6257 if (Cmd_Argc() != 3)
6259 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6262 origin[0] += atof(Cmd_Argv(2));
6264 else if (!strcmp(Cmd_Argv(1), "movey"))
6266 if (Cmd_Argc() != 3)
6268 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6271 origin[1] += atof(Cmd_Argv(2));
6273 else if (!strcmp(Cmd_Argv(1), "movez"))
6275 if (Cmd_Argc() != 3)
6277 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6280 origin[2] += atof(Cmd_Argv(2));
6282 else if (!strcmp(Cmd_Argv(1), "angles"))
6284 if (Cmd_Argc() != 5)
6286 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6289 angles[0] = atof(Cmd_Argv(2));
6290 angles[1] = atof(Cmd_Argv(3));
6291 angles[2] = atof(Cmd_Argv(4));
6293 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6295 if (Cmd_Argc() != 3)
6297 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6300 angles[0] = atof(Cmd_Argv(2));
6302 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6304 if (Cmd_Argc() != 3)
6306 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6309 angles[1] = atof(Cmd_Argv(2));
6311 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6313 if (Cmd_Argc() != 3)
6315 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6318 angles[2] = atof(Cmd_Argv(2));
6320 else if (!strcmp(Cmd_Argv(1), "color"))
6322 if (Cmd_Argc() != 5)
6324 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6327 color[0] = atof(Cmd_Argv(2));
6328 color[1] = atof(Cmd_Argv(3));
6329 color[2] = atof(Cmd_Argv(4));
6331 else if (!strcmp(Cmd_Argv(1), "radius"))
6333 if (Cmd_Argc() != 3)
6335 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6338 radius = atof(Cmd_Argv(2));
6340 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6342 if (Cmd_Argc() == 3)
6344 double scale = atof(Cmd_Argv(2));
6351 if (Cmd_Argc() != 5)
6353 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6356 color[0] *= atof(Cmd_Argv(2));
6357 color[1] *= atof(Cmd_Argv(3));
6358 color[2] *= atof(Cmd_Argv(4));
6361 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6363 if (Cmd_Argc() != 3)
6365 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6368 radius *= atof(Cmd_Argv(2));
6370 else if (!strcmp(Cmd_Argv(1), "style"))
6372 if (Cmd_Argc() != 3)
6374 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6377 style = atoi(Cmd_Argv(2));
6379 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6383 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6386 if (Cmd_Argc() == 3)
6387 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6391 else if (!strcmp(Cmd_Argv(1), "shadows"))
6393 if (Cmd_Argc() != 3)
6395 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6398 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6400 else if (!strcmp(Cmd_Argv(1), "corona"))
6402 if (Cmd_Argc() != 3)
6404 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6407 corona = atof(Cmd_Argv(2));
6409 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6411 if (Cmd_Argc() != 3)
6413 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6416 coronasizescale = atof(Cmd_Argv(2));
6418 else if (!strcmp(Cmd_Argv(1), "ambient"))
6420 if (Cmd_Argc() != 3)
6422 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6425 ambientscale = atof(Cmd_Argv(2));
6427 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6429 if (Cmd_Argc() != 3)
6431 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6434 diffusescale = atof(Cmd_Argv(2));
6436 else if (!strcmp(Cmd_Argv(1), "specular"))
6438 if (Cmd_Argc() != 3)
6440 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6443 specularscale = atof(Cmd_Argv(2));
6445 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6447 if (Cmd_Argc() != 3)
6449 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6452 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6454 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6456 if (Cmd_Argc() != 3)
6458 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6461 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6465 Con_Print("usage: r_editlights_edit [property] [value]\n");
6466 Con_Print("Selected light's properties:\n");
6467 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6468 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6469 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6470 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6471 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6472 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6473 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6474 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6475 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6476 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6477 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6478 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6479 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6480 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6483 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6484 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6487 void R_Shadow_EditLights_EditAll_f(void)
6490 dlight_t *light, *oldselected;
6493 if (!r_editlights.integer)
6495 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6499 oldselected = r_shadow_selectedlight;
6500 // EditLights doesn't seem to have a "remove" command or something so:
6501 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6502 for (lightindex = 0;lightindex < range;lightindex++)
6504 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6507 R_Shadow_SelectLight(light);
6508 R_Shadow_EditLights_Edit_f();
6510 // return to old selected (to not mess editing once selection is locked)
6511 R_Shadow_SelectLight(oldselected);
6514 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6516 int lightnumber, lightcount;
6517 size_t lightindex, range;
6521 if (!r_editlights.integer)
6523 x = vid_conwidth.value - 240;
6525 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6528 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6529 for (lightindex = 0;lightindex < range;lightindex++)
6531 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6534 if (light == r_shadow_selectedlight)
6535 lightnumber = lightindex;
6538 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;
6539 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;
6541 if (r_shadow_selectedlight == NULL)
6543 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;
6544 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;
6545 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;
6546 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;
6547 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;
6548 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;
6549 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;
6550 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;
6551 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;
6552 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;
6553 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;
6554 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;
6555 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;
6556 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;
6557 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;
6560 void R_Shadow_EditLights_ToggleShadow_f(void)
6562 if (!r_editlights.integer)
6564 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6567 if (!r_shadow_selectedlight)
6569 Con_Print("No selected light.\n");
6572 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);
6575 void R_Shadow_EditLights_ToggleCorona_f(void)
6577 if (!r_editlights.integer)
6579 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6582 if (!r_shadow_selectedlight)
6584 Con_Print("No selected light.\n");
6587 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);
6590 void R_Shadow_EditLights_Remove_f(void)
6592 if (!r_editlights.integer)
6594 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6597 if (!r_shadow_selectedlight)
6599 Con_Print("No selected light.\n");
6602 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6603 r_shadow_selectedlight = NULL;
6606 void R_Shadow_EditLights_Help_f(void)
6609 "Documentation on r_editlights system:\n"
6611 "r_editlights : enable/disable editing mode\n"
6612 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6613 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6614 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6615 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6616 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6618 "r_editlights_help : this help\n"
6619 "r_editlights_clear : remove all lights\n"
6620 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6621 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6622 "r_editlights_save : save to .rtlights file\n"
6623 "r_editlights_spawn : create a light with default settings\n"
6624 "r_editlights_edit command : edit selected light - more documentation below\n"
6625 "r_editlights_remove : remove selected light\n"
6626 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6627 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6628 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6630 "origin x y z : set light location\n"
6631 "originx x: set x component of light location\n"
6632 "originy y: set y component of light location\n"
6633 "originz z: set z component of light location\n"
6634 "move x y z : adjust light location\n"
6635 "movex x: adjust x component of light location\n"
6636 "movey y: adjust y component of light location\n"
6637 "movez z: adjust z component of light location\n"
6638 "angles x y z : set light angles\n"
6639 "anglesx x: set x component of light angles\n"
6640 "anglesy y: set y component of light angles\n"
6641 "anglesz z: set z component of light angles\n"
6642 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6643 "radius radius : set radius (size) of light\n"
6644 "colorscale grey : multiply color of light (1 does nothing)\n"
6645 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6646 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6647 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6648 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6649 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6650 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6651 "shadows 1/0 : turn on/off shadows\n"
6652 "corona n : set corona intensity\n"
6653 "coronasize n : set corona size (0-1)\n"
6654 "ambient n : set ambient intensity (0-1)\n"
6655 "diffuse n : set diffuse intensity (0-1)\n"
6656 "specular n : set specular intensity (0-1)\n"
6657 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6658 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6659 "<nothing> : print light properties to console\n"
6663 void R_Shadow_EditLights_CopyInfo_f(void)
6665 if (!r_editlights.integer)
6667 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6670 if (!r_shadow_selectedlight)
6672 Con_Print("No selected light.\n");
6675 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6676 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6677 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6678 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6679 if (r_shadow_selectedlight->cubemapname)
6680 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6682 r_shadow_bufferlight.cubemapname[0] = 0;
6683 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6684 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6685 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6686 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6687 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6688 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6689 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6692 void R_Shadow_EditLights_PasteInfo_f(void)
6694 if (!r_editlights.integer)
6696 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6699 if (!r_shadow_selectedlight)
6701 Con_Print("No selected light.\n");
6704 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);
6707 void R_Shadow_EditLights_Lock_f(void)
6709 if (!r_editlights.integer)
6711 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6714 if (r_editlights_lockcursor)
6716 r_editlights_lockcursor = false;
6719 if (!r_shadow_selectedlight)
6721 Con_Print("No selected light to lock on.\n");
6724 r_editlights_lockcursor = true;
6727 void R_Shadow_EditLights_Init(void)
6729 Cvar_RegisterVariable(&r_editlights);
6730 Cvar_RegisterVariable(&r_editlights_cursordistance);
6731 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6732 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6733 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6734 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6735 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6736 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6737 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)");
6738 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6739 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6740 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6741 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)");
6742 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6743 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6744 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6745 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6746 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6747 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6748 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)");
6749 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6755 =============================================================================
6759 =============================================================================
6762 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6764 int i, numlights, flag;
6765 float f, relativepoint[3], dist, dist2, lightradius2;
6772 if (r_fullbright.integer)
6774 VectorSet(color, 1, 1, 1);
6778 if (flags & LP_LIGHTMAP)
6780 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6782 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6783 color[0] += r_refdef.scene.ambient + diffuse[0];
6784 color[1] += r_refdef.scene.ambient + diffuse[1];
6785 color[2] += r_refdef.scene.ambient + diffuse[2];
6788 VectorSet(color, 1, 1, 1);
6790 if (flags & LP_RTWORLD)
6792 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6793 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6794 for (i = 0; i < numlights; i++)
6796 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6799 light = &dlight->rtlight;
6800 if (!(light->flags & flag))
6803 lightradius2 = light->radius * light->radius;
6804 VectorSubtract(light->shadoworigin, p, relativepoint);
6805 dist2 = VectorLength2(relativepoint);
6806 if (dist2 >= lightradius2)
6808 dist = sqrt(dist2) / light->radius;
6809 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6812 // todo: add to both ambient and diffuse
6813 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6814 VectorMA(color, f, light->currentcolor, color);
6817 if (flags & LP_DYNLIGHT)
6820 for (i = 0;i < r_refdef.scene.numlights;i++)
6822 light = r_refdef.scene.lights[i];
6824 lightradius2 = light->radius * light->radius;
6825 VectorSubtract(light->shadoworigin, p, relativepoint);
6826 dist2 = VectorLength2(relativepoint);
6827 if (dist2 >= lightradius2)
6829 dist = sqrt(dist2) / light->radius;
6830 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6833 // todo: add to both ambient and diffuse
6834 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6835 VectorMA(color, f, light->color, color);
6840 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6842 int i, numlights, flag;
6845 float relativepoint[3];
6854 if (r_fullbright.integer)
6856 VectorSet(ambient, 1, 1, 1);
6857 VectorClear(diffuse);
6858 VectorClear(lightdir);
6862 if (flags == LP_LIGHTMAP)
6864 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6865 VectorClear(diffuse);
6866 VectorClear(lightdir);
6867 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6868 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6872 memset(sample, 0, sizeof(sample));
6873 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6875 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6878 VectorClear(tempambient);
6880 VectorClear(relativepoint);
6881 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6882 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6883 VectorScale(color, r_refdef.lightmapintensity, color);
6884 VectorAdd(sample, tempambient, sample);
6885 VectorMA(sample , 0.5f , color, sample );
6886 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6887 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6888 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6889 // calculate a weighted average light direction as well
6890 intensity = VectorLength(color);
6891 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6894 if (flags & LP_RTWORLD)
6896 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6897 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6898 for (i = 0; i < numlights; i++)
6900 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6903 light = &dlight->rtlight;
6904 if (!(light->flags & flag))
6907 lightradius2 = light->radius * light->radius;
6908 VectorSubtract(light->shadoworigin, p, relativepoint);
6909 dist2 = VectorLength2(relativepoint);
6910 if (dist2 >= lightradius2)
6912 dist = sqrt(dist2) / light->radius;
6913 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6914 if (intensity <= 0.0f)
6916 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6918 // scale down intensity to add to both ambient and diffuse
6919 //intensity *= 0.5f;
6920 VectorNormalize(relativepoint);
6921 VectorScale(light->currentcolor, intensity, color);
6922 VectorMA(sample , 0.5f , color, sample );
6923 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6924 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6925 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6926 // calculate a weighted average light direction as well
6927 intensity *= VectorLength(color);
6928 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6932 if (flags & LP_DYNLIGHT)
6935 for (i = 0;i < r_refdef.scene.numlights;i++)
6937 light = r_refdef.scene.lights[i];
6939 lightradius2 = light->radius * light->radius;
6940 VectorSubtract(light->shadoworigin, p, relativepoint);
6941 dist2 = VectorLength2(relativepoint);
6942 if (dist2 >= lightradius2)
6944 dist = sqrt(dist2) / light->radius;
6945 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6946 if (intensity <= 0.0f)
6948 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6950 // scale down intensity to add to both ambient and diffuse
6951 //intensity *= 0.5f;
6952 VectorNormalize(relativepoint);
6953 VectorScale(light->currentcolor, intensity, color);
6954 VectorMA(sample , 0.5f , color, sample );
6955 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6956 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6957 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6958 // calculate a weighted average light direction as well
6959 intensity *= VectorLength(color);
6960 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6964 // calculate the direction we'll use to reduce the sample to a directional light source
6965 VectorCopy(sample + 12, dir);
6966 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6967 VectorNormalize(dir);
6968 // extract the diffuse color along the chosen direction and scale it
6969 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6970 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6971 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6972 // subtract some of diffuse from ambient
6973 VectorMA(sample, -0.333f, diffuse, ambient);
6974 // store the normalized lightdir
6975 VectorCopy(dir, lightdir);