X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.c;h=49d0701eea2045f226f05943c6ee85a04360eb24;hb=e13a8c596f2c51ca815773f89fee4f4f4f723f74;hp=73725266477b596655284a6f292007e7c39ef149;hpb=8c1397e484929df4b910a337ed9f227fc6c05a2c;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.c b/r_shadow.c index 73725266..49d0701e 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -14,7 +14,16 @@ did not intersect the visible geometry, suitable as a stencil mask for rendering lighting everywhere but shadow. In our case we use a biased stencil clear of 128 to avoid requiring the -stencil wrap extension (but probably should support it). +stencil wrap extension (but probably should support it), and to address +Creative's patent on this sort of technology we also draw the frontfaces +first, and backfaces second (decrement, increment). + +Patent warning: +This algorithm may be covered by Creative's patent (US Patent #6384822) +on Carmack's Reverse paper (which I have not read), however that patent +seems to be about drawing a stencil shadow from a model in an otherwise +unshadowed scene, where as realtime lighting technology draws light where +shadows do not lie. @@ -106,30 +115,41 @@ the (currently upcoming) game Doom3. #include "r_shadow.h" #include "cl_collision.h" #include "portals.h" +#include "image.h" extern void R_Shadow_EditLights_Init(void); #define SHADOWSTAGE_NONE 0 #define SHADOWSTAGE_STENCIL 1 #define SHADOWSTAGE_LIGHT 2 -#define SHADOWSTAGE_ERASESTENCIL 3 +#define SHADOWSTAGE_STENCILTWOSIDE 3 int r_shadowstage = SHADOWSTAGE_NONE; -int r_shadow_reloadlights = false; mempool_t *r_shadow_mempool; int maxshadowelements; int *shadowelements; -int maxtrianglefacinglight; -qbyte *trianglefacinglight; -int *trianglefacinglightlist; + +int maxshadowmark; +int numshadowmark; +int *shadowmark; +int *shadowmarklist; +int shadowmarkcount; int maxvertexupdate; int *vertexupdate; int *vertexremap; int vertexupdatenum; +int r_shadow_buffer_numclusterpvsbytes; +qbyte *r_shadow_buffer_clusterpvs; +int *r_shadow_buffer_clusterlist; + +int r_shadow_buffer_numsurfacepvsbytes; +qbyte *r_shadow_buffer_surfacepvs; +int *r_shadow_buffer_surfacelist; + rtexturepool_t *r_shadow_texturepool; rtexture_t *r_shadow_normalcubetexture; rtexture_t *r_shadow_attenuation2dtexture; @@ -138,50 +158,90 @@ rtexture_t *r_shadow_blankbumptexture; rtexture_t *r_shadow_blankglosstexture; rtexture_t *r_shadow_blankwhitetexture; +// lights are reloaded when this changes +char r_shadow_mapname[MAX_QPATH]; + +// used only for light filters (cubemaps) +rtexturepool_t *r_shadow_filters_texturepool; + +cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; +cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; +cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; +cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; +cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; +cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; +cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"}; cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"}; +cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; +cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"}; +cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "1"}; +cvar_t r_shadow_realtime_dlight_shadows = {0, "r_shadow_realtime_dlight_shadows", "0"}; cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"}; -cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"}; -cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; -cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"}; -cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"}; -cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"}; -cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"}; +cvar_t r_shadow_realtime_world_dlightshadows = {0, "r_shadow_realtime_world_dlightshadows", "1"}; +cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"}; +cvar_t r_shadow_realtime_world_shadows = {0, "r_shadow_realtime_world_shadows", "1"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"}; -cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"}; -cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"}; -cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"}; -cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"}; -cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"}; +cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"}; cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"}; -cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"}; -cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"}; +cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; +cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"}; +cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"}; +cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"}; +cvar_t r_editlights = {0, "r_editlights", "0"}; +cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; +cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; +cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; +cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; +cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; +cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; int c_rt_lights, c_rt_clears, c_rt_scissored; int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris; int c_rtcached_shadowmeshes, c_rtcached_shadowtris; +float r_shadow_attenpower, r_shadow_attenscale; + +float varray_vertex3f2[65536*3]; + +rtlight_t *r_shadow_compilingrtlight; +dlight_t *r_shadow_worldlightchain; +dlight_t *r_shadow_selectedlight; +vec3_t r_editlights_cursorlocation; + +rtexture_t *lighttextures[5]; + +extern int con_vislines; + +typedef struct cubemapinfo_s +{ + char basename[64]; + rtexture_t *texture; +} +cubemapinfo_t; + +#define MAX_CUBEMAPS 256 +static int numcubemaps; +static cubemapinfo_t cubemaps[MAX_CUBEMAPS]; + +void R_Shadow_UncompileWorldLights(void); void R_Shadow_ClearWorldLights(void); void R_Shadow_SaveWorldLights(void); void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); +void R_Shadow_EditLights_Reload_f(void); +void R_Shadow_ValidateCvars(void); +static void R_Shadow_MakeTextures(void); +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light); void r_shadow_start(void) { // allocate vertex processing arrays - r_shadow_mempool = Mem_AllocPool("R_Shadow"); - maxshadowelements = 0; - shadowelements = NULL; - maxvertexupdate = 0; - vertexupdate = NULL; - vertexremap = NULL; - vertexupdatenum = 0; - maxtrianglefacinglight = 0; - trianglefacinglight = NULL; - trianglefacinglightlist = NULL; + numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -189,14 +249,32 @@ void r_shadow_start(void) r_shadow_blankglosstexture = NULL; r_shadow_blankwhitetexture = NULL; r_shadow_texturepool = NULL; - R_Shadow_ClearWorldLights(); - r_shadow_reloadlights = true; + r_shadow_filters_texturepool = NULL; + R_Shadow_ValidateCvars(); + R_Shadow_MakeTextures(); + maxshadowelements = 0; + shadowelements = NULL; + maxvertexupdate = 0; + vertexupdate = NULL; + vertexremap = NULL; + vertexupdatenum = 0; + maxshadowmark = 0; + numshadowmark = 0; + shadowmark = NULL; + shadowmarklist = NULL; + shadowmarkcount = 0; + r_shadow_buffer_numclusterpvsbytes = 0; + r_shadow_buffer_clusterpvs = NULL; + r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numsurfacepvsbytes = 0; + r_shadow_buffer_surfacepvs = NULL; + r_shadow_buffer_surfacelist = NULL; } void r_shadow_shutdown(void) { - R_Shadow_ClearWorldLights(); - r_shadow_reloadlights = true; + R_Shadow_UncompileWorldLights(); + numcubemaps = 0; r_shadow_normalcubetexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -204,22 +282,46 @@ void r_shadow_shutdown(void) r_shadow_blankglosstexture = NULL; r_shadow_blankwhitetexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); + R_FreeTexturePool(&r_shadow_filters_texturepool); maxshadowelements = 0; + if (shadowelements) + Mem_Free(shadowelements); shadowelements = NULL; maxvertexupdate = 0; + if (vertexupdate) + Mem_Free(vertexupdate); vertexupdate = NULL; + if (vertexremap) + Mem_Free(vertexremap); vertexremap = NULL; vertexupdatenum = 0; - maxtrianglefacinglight = 0; - trianglefacinglight = NULL; - trianglefacinglightlist = NULL; - Mem_FreePool(&r_shadow_mempool); + maxshadowmark = 0; + numshadowmark = 0; + if (shadowmark) + Mem_Free(shadowmark); + shadowmark = NULL; + if (shadowmarklist) + Mem_Free(shadowmarklist); + shadowmarklist = NULL; + shadowmarkcount = 0; + r_shadow_buffer_numclusterpvsbytes = 0; + if (r_shadow_buffer_clusterpvs) + Mem_Free(r_shadow_buffer_clusterpvs); + r_shadow_buffer_clusterpvs = NULL; + if (r_shadow_buffer_clusterlist) + Mem_Free(r_shadow_buffer_clusterlist); + r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numsurfacepvsbytes = 0; + if (r_shadow_buffer_surfacepvs) + Mem_Free(r_shadow_buffer_surfacepvs); + r_shadow_buffer_surfacepvs = NULL; + if (r_shadow_buffer_surfacelist) + Mem_Free(r_shadow_buffer_surfacelist); + r_shadow_buffer_surfacelist = NULL; } void r_shadow_newmap(void) { - R_Shadow_ClearWorldLights(); - r_shadow_reloadlights = true; } void R_Shadow_Help_f(void) @@ -227,25 +329,29 @@ void R_Shadow_Help_f(void) Con_Printf( "Documentation on r_shadow system:\n" "Settings:\n" +"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n" +"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n" +"r_shadow_debuglight : render only this light number (-1 = all)\n" +"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" +"r_shadow_gloss2intensity : brightness of forced gloss\n" +"r_shadow_glossintensity : brightness of textured gloss\n" "r_shadow_lightattenuationpower : used to generate attenuation texture\n" "r_shadow_lightattenuationscale : used to generate attenuation texture\n" "r_shadow_lightintensityscale : scale rendering brightness of all lights\n" -"r_shadow_realtime_world : use realtime world light rendering\n" -"r_shadow_realtime_dlight : use high quality dlight rendering\n" -"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" -"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" -"r_shadow_glossintensity : brightness of textured gloss\n" -"r_shadow_gloss2intensity : brightness of forced gloss\n" -"r_shadow_debuglight : render only this light number (-1 = all)\n" -"r_shadow_scissor : use scissor optimization\n" -"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n" -"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n" -"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_portallight : use portal visibility for static light precomputation\n" "r_shadow_projectdistance : shadow volume projection distance\n" -"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n" +"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n" +"r_shadow_realtime_world : use high quality world lighting mode\n" +"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n" +"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n" +"r_shadow_realtime_world_shadows : cast shadows from world lights\n" +"r_shadow_scissor : use scissor optimization\n" +"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" +"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n" -"r_shadow_shadows : dlight shadows (world always has shadows)\n" +"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" +"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n" "Commands:\n" "r_shadow_help : this help\n" ); @@ -253,47 +359,80 @@ void R_Shadow_Help_f(void) void R_Shadow_Init(void) { + Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); + Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_cull); + Cvar_RegisterVariable(&r_shadow_debuglight); + Cvar_RegisterVariable(&r_shadow_gloss); + Cvar_RegisterVariable(&r_shadow_gloss2intensity); + Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_lightattenuationpower); Cvar_RegisterVariable(&r_shadow_lightattenuationscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); - Cvar_RegisterVariable(&r_shadow_realtime_world); - Cvar_RegisterVariable(&r_shadow_realtime_dlight); - Cvar_RegisterVariable(&r_shadow_visiblevolumes); - Cvar_RegisterVariable(&r_shadow_gloss); - Cvar_RegisterVariable(&r_shadow_glossintensity); - Cvar_RegisterVariable(&r_shadow_gloss2intensity); - Cvar_RegisterVariable(&r_shadow_debuglight); - Cvar_RegisterVariable(&r_shadow_scissor); - Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); - Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); - Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_portallight); Cvar_RegisterVariable(&r_shadow_projectdistance); - Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_realtime_dlight); + Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows); + Cvar_RegisterVariable(&r_shadow_realtime_world); + Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows); + Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps); + Cvar_RegisterVariable(&r_shadow_realtime_world_shadows); + Cvar_RegisterVariable(&r_shadow_scissor); + Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); + Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration); - Cvar_RegisterVariable(&r_shadow_shadows); - Cvar_RegisterVariable(&r_shadow_showtris); + Cvar_RegisterVariable(&r_shadow_staticworldlights); + Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_visiblevolumes); + Cvar_RegisterVariable(&gl_ext_stenciltwoside); + if (gamemode == GAME_TENEBRAE) + { + Cvar_SetValue("r_shadow_gloss", 2); + Cvar_SetValue("r_shadow_bumpscale_basetexture", 4); + } Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f); R_Shadow_EditLights_Init(); + r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL); + r_shadow_worldlightchain = NULL; + maxshadowelements = 0; + shadowelements = NULL; + maxvertexupdate = 0; + vertexupdate = NULL; + vertexremap = NULL; + vertexupdatenum = 0; + maxshadowmark = 0; + numshadowmark = 0; + shadowmark = NULL; + shadowmarklist = NULL; + shadowmarkcount = 0; + r_shadow_buffer_numclusterpvsbytes = 0; + r_shadow_buffer_clusterpvs = NULL; + r_shadow_buffer_clusterlist = NULL; + r_shadow_buffer_numsurfacepvsbytes = 0; + r_shadow_buffer_surfacepvs = NULL; + r_shadow_buffer_surfacelist = NULL; R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } -void R_Shadow_ResizeTriangleFacingLight(int numtris) +matrix4x4_t matrix_attenuationxyz = { - // make sure trianglefacinglight is big enough for this volume - // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e - // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3 - if (maxtrianglefacinglight < numtris) { - maxtrianglefacinglight = numtris; - if (trianglefacinglight) - Mem_Free(trianglefacinglight); - if (trianglefacinglightlist) - Mem_Free(trianglefacinglightlist); - trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight); - trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight); + {0.5, 0.0, 0.0, 0.5}, + {0.0, 0.5, 0.0, 0.5}, + {0.0, 0.0, 0.5, 0.5}, + {0.0, 0.0, 0.0, 1.0} } -} +}; + +matrix4x4_t matrix_attenuationz = +{ + { + {0.0, 0.0, 0.5, 0.5}, + {0.0, 0.0, 0.0, 0.5}, + {0.0, 0.0, 0.0, 0.5}, + {0.0, 0.0, 0.0, 1.0} + } +}; int *R_Shadow_ResizeShadowElements(int numtris) { @@ -308,67 +447,65 @@ int *R_Shadow_ResizeShadowElements(int numtris) return shadowelements; } -/* -// readable version of some code found below -//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) -int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) +void R_Shadow_EnlargeClusterBuffer(int numclusters) { - float dir0[3], dir1[3], normal[3]; - - // calculate two mostly perpendicular edge directions - VectorSubtract(a, b, dir0); - VectorSubtract(c, b, dir1); - - // we have two edge directions, we can calculate a third vector from - // them, which is the direction of the surface normal (it's magnitude - // is not 1 however) - CrossProduct(dir0, dir1, normal); - - // compare distance of light along normal, with distance of any point - // of the triangle along the same normal (the triangle is planar, - // I.E. flat, so all points give the same answer) - return DotProduct(p, normal) > DotProduct(a, normal); + int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255; + if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes) + { + if (r_shadow_buffer_clusterpvs) + Mem_Free(r_shadow_buffer_clusterpvs); + if (r_shadow_buffer_clusterlist) + Mem_Free(r_shadow_buffer_clusterlist); + r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes; + r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes); + r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist)); + } } -int checkcastshadowfromedge(int t, int i) + +void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces) { - int *te; - float *v[3]; - if (t >= trianglerange_start && t < trianglerange_end) + int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255; + if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes) { - if (t < i && !trianglefacinglight[t]) - return true; - else - return false; - } - else - { - if (t < 0) - return true; - else - { - te = inelement3i + t * 3; - v[0] = invertex3f + te[0] * 3; - v[1] = invertex3f + te[1] * 3; - v[2] = invertex3f + te[2] * 3; - if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - return true; - else - return false; - } + if (r_shadow_buffer_surfacepvs) + Mem_Free(r_shadow_buffer_surfacepvs); + if (r_shadow_buffer_surfacelist) + Mem_Free(r_shadow_buffer_surfacelist); + r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes; + r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes); + r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist)); } } -*/ -int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance) +void R_Shadow_PrepareShadowMark(int numtris) { - int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0; - const float *v[3]; - const int *e, *n, *te; - float f, temp[3]; + // make sure shadowmark is big enough for this volume + if (maxshadowmark < numtris) + { + maxshadowmark = numtris; + if (shadowmark) + Mem_Free(shadowmark); + if (shadowmarklist) + Mem_Free(shadowmarklist); + shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark)); + shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist)); + shadowmarkcount = 0; + } + shadowmarkcount++; + // if shadowmarkcount wrapped we clear the array and adjust accordingly + if (shadowmarkcount == 0) + { + shadowmarkcount = 1; + memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark)); + } + numshadowmark = 0; +} - // make sure trianglefacinglight is big enough for this volume - if (maxtrianglefacinglight < trianglerange_end) - R_Shadow_ResizeTriangleFacingLight(trianglerange_end); +int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris) +{ + int i, j, tris = 0, vr[3], t, outvertices = 0; + const int *e, *n; + float f, temp[3]; if (maxvertexupdate < innumvertices) { @@ -379,220 +516,91 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i Mem_Free(vertexremap); vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int)); + vertexupdatenum = 0; } vertexupdatenum++; - - if (r_shadow_singlepassvolumegeneration.integer) + if (vertexupdatenum == 0) { - // one pass approach (identify lit/dark faces and generate sides while doing so) - for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3) - { - // calculate triangle facing flag - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) - { - // make sure the vertices are created - for (j = 0;j < 3;j++) - { - if (vertexupdate[e[j]] != vertexupdatenum) - { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - VectorCopy(v[j], outvertex3f); - VectorSubtract(v[j], relativelightorigin, temp); - f = projectdistance / VectorLength(temp); - VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - // output the front and back triangles - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[2]; - outelement3i[3] = vr[2] + 1; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - // output the sides (facing outward from this triangle) - t = n[0]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0]; - outelement3i[2] = vr[0] + 1; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[1] + 1; - outelement3i += 6; - tris += 2; - } - t = n[1]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[1] + 1; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[2] + 1; - outelement3i += 6; - tris += 2; - } - t = n[2]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2]; - outelement3i[2] = vr[2] + 1; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - } - } - else - { - // this triangle is not facing the light - // output the sides (facing inward to this triangle) - t = n[0]; - if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) - { - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0] + 1; - outelement3i[2] = vr[0]; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - } - t = n[1]; - if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) - { - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1] + 1; - outelement3i[2] = vr[1]; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[1] + 1; - outelement3i += 6; - tris += 2; - } - t = n[2]; - if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t]) - { - vr[0] = vertexremap[e[0]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2] + 1; - outelement3i[2] = vr[2]; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[2] + 1; - outelement3i += 6; - tris += 2; - } - } - } + vertexupdatenum = 1; + memset(vertexupdate, 0, maxvertexupdate * sizeof(int)); + memset(vertexremap, 0, maxvertexupdate * sizeof(int)); } - else + + for (i = 0;i < numshadowmarktris;i++) { - // two pass approach (identify lit/dark faces and then generate sides) - for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3) + t = shadowmarktris[i]; + shadowmark[t] = shadowmarkcount; + e = inelement3i + t * 3; + // make sure the vertices are created + for (j = 0;j < 3;j++) { - // calculate triangle facing flag - v[0] = invertex3f + e[0] * 3; - v[1] = invertex3f + e[1] * 3; - v[2] = invertex3f + e[2] * 3; - if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))) + if (vertexupdate[e[j]] != vertexupdatenum) { - trianglefacinglightlist[numfacing++] = i; - // make sure the vertices are created - for (j = 0;j < 3;j++) - { - if (vertexupdate[e[j]] != vertexupdatenum) - { - vertexupdate[e[j]] = vertexupdatenum; - vertexremap[e[j]] = outvertices; - VectorSubtract(v[j], relativelightorigin, temp); - f = projectdistance / VectorLength(temp); - VectorCopy(v[j], outvertex3f); - VectorMA(relativelightorigin, f, temp, (outvertex3f + 3)); - outvertex3f += 6; - outvertices += 2; - } - } - // output the front and back triangles - outelement3i[0] = vertexremap[e[0]]; - outelement3i[1] = vertexremap[e[1]]; - outelement3i[2] = vertexremap[e[2]]; - outelement3i[3] = vertexremap[e[2]] + 1; - outelement3i[4] = vertexremap[e[1]] + 1; - outelement3i[5] = vertexremap[e[0]] + 1; - outelement3i += 6; - tris += 2; + vertexupdate[e[j]] = vertexupdatenum; + vertexremap[e[j]] = outvertices; + VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp); + f = projectdistance / VectorLength(temp); + VectorCopy(invertex3f + e[j] * 3, outvertex3f); + VectorMA(projectorigin, f, temp, (outvertex3f + 3)); + outvertex3f += 6; + outvertices += 2; } } - for (i = 0;i < numfacing;i++) + // output the front and back triangles + outelement3i[0] = vertexremap[e[0]]; + outelement3i[1] = vertexremap[e[1]]; + outelement3i[2] = vertexremap[e[2]]; + outelement3i[3] = vertexremap[e[2]] + 1; + outelement3i[4] = vertexremap[e[1]] + 1; + outelement3i[5] = vertexremap[e[0]] + 1; + outelement3i += 6; + tris += 2; + } + + for (i = 0;i < numshadowmarktris;i++) + { + t = shadowmarktris[i]; + e = inelement3i + t * 3; + n = inneighbor3i + t * 3; + // output the sides (facing outward from this triangle) + if (shadowmark[n[0]] != shadowmarkcount) { - t = trianglefacinglightlist[i]; - e = inelement3i + t * 3; - n = inneighbor3i + t * 3; - // output the sides (facing outward from this triangle) - t = n[0]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - vr[0] = vertexremap[e[0]]; - vr[1] = vertexremap[e[1]]; - outelement3i[0] = vr[1]; - outelement3i[1] = vr[0]; - outelement3i[2] = vr[0] + 1; - outelement3i[3] = vr[1]; - outelement3i[4] = vr[0] + 1; - outelement3i[5] = vr[1] + 1; - outelement3i += 6; - tris += 2; - } - t = n[1]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - vr[1] = vertexremap[e[1]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[2]; - outelement3i[1] = vr[1]; - outelement3i[2] = vr[1] + 1; - outelement3i[3] = vr[2]; - outelement3i[4] = vr[1] + 1; - outelement3i[5] = vr[2] + 1; - outelement3i += 6; - tris += 2; - } - t = n[2]; - if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))) - { - vr[0] = vertexremap[e[0]]; - vr[2] = vertexremap[e[2]]; - outelement3i[0] = vr[0]; - outelement3i[1] = vr[2]; - outelement3i[2] = vr[2] + 1; - outelement3i[3] = vr[0]; - outelement3i[4] = vr[2] + 1; - outelement3i[5] = vr[0] + 1; - outelement3i += 6; - tris += 2; - } + vr[0] = vertexremap[e[0]]; + vr[1] = vertexremap[e[1]]; + outelement3i[0] = vr[1]; + outelement3i[1] = vr[0]; + outelement3i[2] = vr[0] + 1; + outelement3i[3] = vr[1]; + outelement3i[4] = vr[0] + 1; + outelement3i[5] = vr[1] + 1; + outelement3i += 6; + tris += 2; + } + if (shadowmark[n[1]] != shadowmarkcount) + { + vr[1] = vertexremap[e[1]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[2]; + outelement3i[1] = vr[1]; + outelement3i[2] = vr[1] + 1; + outelement3i[3] = vr[2]; + outelement3i[4] = vr[1] + 1; + outelement3i[5] = vr[2] + 1; + outelement3i += 6; + tris += 2; + } + if (shadowmark[n[2]] != shadowmarkcount) + { + vr[0] = vertexremap[e[0]]; + vr[2] = vertexremap[e[2]]; + outelement3i[0] = vr[0]; + outelement3i[1] = vr[2]; + outelement3i[2] = vr[2] + 1; + outelement3i[3] = vr[0]; + outelement3i[4] = vr[2] + 1; + outelement3i[5] = vr[0] + 1; + outelement3i += 6; + tris += 2; } } if (outnumvertices) @@ -600,9 +608,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i return tris; } -float varray_vertex3f2[65536*3]; - -void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance) +void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris) { int tris, outverts; if (projectdistance < 0.1) @@ -610,67 +616,81 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el Con_Printf("R_Shadow_Volume: projectdistance %f\n"); return; } - if (!numverts) + if (!numverts || !nummarktris) return; - // make sure shadowelements is big enough for this volume - if (maxshadowelements < numtris * 24) - R_Shadow_ResizeShadowElements(numtris); + if (maxshadowelements < nummarktris * 24) + R_Shadow_ResizeShadowElements((nummarktris + 256) * 24); + tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris); + R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements); +} - // check which triangles are facing the light, and then output +void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs) +{ + int i; + const float *v[3]; + + // check which triangles are facing the , and then output // triangle elements and vertices... by clever use of elements we // can construct the whole shadow from the unprojected vertices and // the projected vertices - if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/))) + + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(numtris); + for (i = 0;i < numtris;i++) { - GL_VertexPointer(varray_vertex3f2); - if (r_shadowstage == SHADOWSTAGE_STENCIL) - { - // increment stencil if backface is behind depthbuffer - qglCullFace(GL_BACK); // quake is backwards, this culls front faces - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - R_Mesh_Draw(outverts, tris, shadowelements); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; - // decrement stencil if frontface is behind depthbuffer - qglCullFace(GL_FRONT); // quake is backwards, this culls back faces - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); - } - R_Mesh_Draw(outverts, tris, shadowelements); - c_rt_shadowmeshes++; - c_rt_shadowtris += numtris; + v[0] = invertex3f + elements[i*3+0] * 3; + v[1] = invertex3f + elements[i*3+1] * 3; + v[2] = invertex3f + elements[i*3+2] * 3; + if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = i; } + R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist); } -void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) +void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius) { - shadowmesh_t *mesh; + vec3_t mins, maxs; + mins[0] = projectorigin[0] - radius; + mins[1] = projectorigin[1] - radius; + mins[2] = projectorigin[2] - radius; + maxs[0] = projectorigin[0] + radius; + maxs[1] = projectorigin[1] + radius; + maxs[2] = projectorigin[2] + radius; + R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs); +} + +void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i) +{ + rmeshstate_t m; + if (r_shadow_compilingrtlight) + { + // if we're compiling an rtlight, capture the mesh + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i); + return; + } + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numvertices); if (r_shadowstage == SHADOWSTAGE_STENCIL) { // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); - for (mesh = firstmesh;mesh;mesh = mesh->next) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; - } + R_Mesh_Draw(numvertices, numtriangles, element3i); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtriangles; // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } - for (mesh = firstmesh;mesh;mesh = mesh->next) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - c_rtcached_shadowmeshes++; - c_rtcached_shadowtris += mesh->numtriangles; - } + R_Mesh_Draw(numvertices, numtriangles, element3i); + c_rt_shadowmeshes++; + c_rt_shadowtris += numtriangles; + GL_LockArrays(0, 0); } -float r_shadow_attenpower, r_shadow_attenscale; static void R_Shadow_MakeTextures(void) { int x, y, z, d, side; @@ -799,12 +819,19 @@ static void R_Shadow_MakeTextures(void) Mem_Free(data); } +void R_Shadow_ValidateCvars(void) +{ + if (r_shadow_texture3d.integer && !gl_texture3d) + Cvar_SetValueQuick(&r_shadow_texture3d, 0); + if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside) + Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); +} + void R_Shadow_Stage_Begin(void) { rmeshstate_t m; - if (r_shadow_texture3d.integer && !gl_texture3d) - Cvar_SetValueQuick(&r_shadow_texture3d, 0); + R_Shadow_ValidateCvars(); if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) @@ -816,9 +843,11 @@ void R_Shadow_Stage_Begin(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_Color(0, 0, 0, 1); - qglDisable(GL_SCISSOR_TEST); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); r_shadowstage = SHADOWSTAGE_NONE; c_rt_lights = c_rt_clears = c_rt_scissored = 0; @@ -826,45 +855,49 @@ void R_Shadow_Stage_Begin(void) c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0; } -void R_Shadow_LoadWorldLightsIfNeeded(void) -{ - if (r_shadow_reloadlights && cl.worldmodel) - { - R_Shadow_ClearWorldLights(); - r_shadow_reloadlights = false; - R_Shadow_LoadWorldLights(); - if (r_shadow_worldlightchain == NULL) - { - R_Shadow_LoadLightsFile(); - if (r_shadow_worldlightchain == NULL) - R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); - } - } -} - void R_Shadow_Stage_ShadowVolumes(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_Color(1, 1, 1, 1); - qglColorMask(0, 0, 0, 0); + GL_ColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - if (r_shadow_polygonoffset.value != 0) - { - qglPolygonOffset(1.0f, r_shadow_polygonoffset.value); - qglEnable(GL_POLYGON_OFFSET_FILL); - } - else - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); + //if (r_shadow_shadow_polygonoffset.value != 0) + //{ + // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value); + // qglEnable(GL_POLYGON_OFFSET_FILL); + //} + //else + // qglDisable(GL_POLYGON_OFFSET_FILL); qglDepthFunc(GL_LESS); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglEnable(GL_STENCIL_TEST); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_ALWAYS, 128, 0xFF); - r_shadowstage = SHADOWSTAGE_STENCIL; - qglClear(GL_STENCIL_BUFFER_BIT); + qglStencilFunc(GL_ALWAYS, 128, ~0); + if (gl_ext_stenciltwoside.integer) + { + r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE; + qglDisable(GL_CULL_FACE); + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces + qglStencilMask(~0); + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces + qglStencilMask(~0); + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); + } + else + { + r_shadowstage = SHADOWSTAGE_STENCIL; + qglEnable(GL_CULL_FACE); + qglStencilMask(~0); + // this is changed by every shadow render so its value here is unimportant + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + } + GL_Clear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; // LordHavoc note: many shadow volumes reside entirely inside the world // (that is to say they are entirely bounded by their lit surfaces), @@ -875,42 +908,32 @@ void R_Shadow_Stage_ShadowVolumes(void) // optimize for them as noted above } -void R_Shadow_Stage_LightWithoutShadows(void) +void R_Shadow_Stage_Light(int shadowtest) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(0, 0); + //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); qglDepthFunc(GL_EQUAL); - qglDisable(GL_STENCIL_TEST); - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_EQUAL, 128, 0xFF); - r_shadowstage = SHADOWSTAGE_LIGHT; - c_rt_lights++; -} - -void R_Shadow_Stage_LightWithShadows(void) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglDisable(GL_POLYGON_OFFSET_FILL); - GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); - qglDepthFunc(GL_EQUAL); - qglEnable(GL_STENCIL_TEST); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglEnable(GL_CULL_FACE); + if (shadowtest) + qglEnable(GL_STENCIL_TEST); + else + qglDisable(GL_STENCIL_TEST); + if (gl_support_stenciltwoside) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglStencilMask(~0); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, 0xFF); + qglStencilFunc(GL_EQUAL, 128, ~0); r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -919,18 +942,23 @@ void R_Shadow_Stage_End(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - qglDisable(GL_POLYGON_OFFSET_FILL); + qglPolygonOffset(0, 0); + //qglDisable(GL_POLYGON_OFFSET_FILL); GL_Color(1, 1, 1, 1); - qglColorMask(1, 1, 1, 1); - qglDisable(GL_SCISSOR_TEST); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); qglDepthFunc(GL_LEQUAL); + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - qglStencilFunc(GL_ALWAYS, 128, 0xFF); + if (gl_support_stenciltwoside) + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + qglStencilMask(~0); + qglStencilFunc(GL_ALWAYS, 128, ~0); r_shadowstage = SHADOWSTAGE_NONE; } @@ -943,11 +971,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) if (!r_shadow_scissor.integer) return false; // if view is inside the box, just say yes it's visible - // LordHavoc: for some odd reason scissor seems broken without stencil - // (?!? seems like a driver bug) so abort if gl_stencil is false - if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) + if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs)) { - qglDisable(GL_SCISSOR_TEST); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } for (i = 0;i < 3;i++) @@ -1093,20 +1119,21 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs) ix2 = x2 + 1.0f; iy2 = y2 + 1.0f; //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); - if (ix1 < r_refdef.x) ix1 = r_refdef.x; - if (iy1 < r_refdef.y) iy1 = r_refdef.y; - if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width; - if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height; + if (ix1 < r_view_x) ix1 = r_view_x; + if (iy1 < r_view_y) iy1 = r_view_y; + if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; + if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; if (ix2 <= ix1 || iy2 <= iy1) return true; // set up the scissor rectangle - qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); - qglEnable(GL_SCISSOR_TEST); + GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1); + //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); + //qglEnable(GL_SCISSOR_TEST); c_rt_scissored++; return false; } -void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; @@ -1119,7 +1146,8 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n if ((dot = DotProduct(n, v)) > 0) { dist = sqrt(dist); - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } @@ -1137,7 +1165,7 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n } } -void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) { float *color4f = varray_color4f; float dist, dot, intensity, v[3], n[3]; @@ -1149,7 +1177,8 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float * Matrix4x4_Transform3x3(m, normal3f, n); if ((dot = DotProduct(n, v)) > 0) { - intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n)); + intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; VectorScale(lightcolor, intensity, color4f); color4f[3] = 1; } @@ -1167,9 +1196,35 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float * } } -// FIXME: this should be done in a vertex program when possible -// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE -void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) +static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m) +{ + float *color4f = varray_color4f; + float dot, intensity, v[3], n[3]; + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + { + Matrix4x4_Transform(m, vertex3f, v); + Matrix4x4_Transform3x3(m, normal3f, n); + if ((dot = DotProduct(n, v)) > 0) + { + intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n)); + VectorScale(lightcolor, intensity, color4f); + color4f[3] = 1; + } + else + { + VectorClear(color4f); + color4f[3] = 1; + } + } +} + +// TODO: use glTexGen instead of feeding vertices to texcoordpointer? +#define USETEXMATRIX + +#ifndef USETEXMATRIX +// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually +// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE +static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { do { @@ -1182,7 +1237,7 @@ void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const flo while (--numverts); } -void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) +static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix) { do { @@ -1193,8 +1248,9 @@ void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const flo } while (--numverts); } +#endif -void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) +static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin) { int i; float lightdir[3]; @@ -1208,7 +1264,7 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, con } } -void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) +static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) { int i; float lightdir[3], eyedir[3], halfdir[3]; @@ -1226,488 +1282,576 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co } } -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) +void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting) { int renders; - float color[3], color2[3]; + float color[3], color2[3], colorscale; rmeshstate_t m; - GL_VertexPointer(vertex3f); + if (!bumptexture) + bumptexture = r_shadow_blankbumptexture; + if (!glosstexture) + glosstexture = r_shadow_blankglosstexture; + GL_DepthMask(false); + GL_DepthTest(true); if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil) { - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - GL_Color(1,1,1,1); - // colorscale accounts for how much we multiply the brightness during combine - // mult is how many times the final pass of the lighting will be - // performed to get more brightness than otherwise possible - // limit mult to 64 for sanity sake - if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) + if (lighting & LIGHTING_DIFFUSE) { - // 3/2 3D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - m.pointer_texcoord[2] = varray_texcoord3f[2]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + GL_Color(1,1,1,1); + colorscale = r_shadow_lightintensityscale.value; + // colorscale accounts for how much we multiply the brightness + // during combine. + // + // mult is how many times the final pass of the lighting will be + // performed to get more brightness than otherwise possible. + // + // Limit mult to 64 for sanity sake. + if (r_shadow_texture3d.integer && r_textureunits.integer >= 4) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 3/2 3D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[2] = varray_texcoord3f[2]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) - { - // 1/2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = varray_texcoord3f[0]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 1/2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) - { - // 2/2 3D combine path (original Radeon) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 2/2 3D combine path (original Radeon) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif } - } - else if (r_textureunits.integer >= 4) - { - // 4/2 2D combine path (Geforce3, Radeon 8500) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - m.pointer_texcoord[2] = varray_texcoord2f[2]; - m.pointer_texcoord[3] = varray_texcoord2f[3]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + else if (r_textureunits.integer >= 4) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 4/2 2D combine path (Geforce3, Radeon 8500) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[3] = vertex3f; + m.texmatrix[3] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[3] = varray_texcoord2f[3]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - else - { - // 2/2/2 2D combine path (any dot3 card) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) + else { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + // 2/2/2 2D combine path (any dot3 card) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.texcombinergb[0] = GL_REPLACE; + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin); + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(basetexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } } - } - } - else - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = texcoord2f; - if (r_textureunits.integer >= 2) - { - // voodoo2 - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); - } - R_Mesh_State_Texture(&m); - for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) - { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - if (r_textureunits.integer >= 2) - R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter); - else - R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - } - } -} - -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap) -{ - int renders; - float color[3], color2[3], colorscale; - rmeshstate_t m; - if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil) - return; - if (!glosstexture) - glosstexture = r_shadow_blankglosstexture; - if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)) - { - colorscale = r_shadow_glossintensity.value; - if (!bumptexture) - bumptexture = r_shadow_blankbumptexture; - if (glosstexture == r_shadow_blankglosstexture) - colorscale *= r_shadow_gloss2intensity.value; - GL_VertexPointer(vertex3f); - GL_Color(1,1,1,1); - if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! - { - // 2/0/0/1/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = varray_texcoord3f[0]; - R_Mesh_State_Texture(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(glosstexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + // this final code is shared + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); VectorScale(lightcolor, colorscale, color2); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } - } - else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! - { - // 2/0/0/2 3D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(glosstexture); - m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); + } + if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))) + { + // FIXME: detect blendsquare! + //if (gl_support_blendsquare) + { + colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value; + if (glosstexture == r_shadow_blankglosstexture) + colorscale *= r_shadow_gloss2intensity.value; + GL_Color(1,1,1,1); + if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/1/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[0] = varray_texcoord3f[0]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } + } + else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + { + // 2/0/0/2 3D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = texcoord2f; + m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + } + else + { + // 2/0/0/2/2 2D combine blendsquare path + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(bumptexture); + m.pointer_texcoord[0] = texcoord2f; + m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); + m.texcombinergb[1] = GL_DOT3_RGBA_ARB; + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); + R_Mesh_State(&m); + GL_ColorMask(0,0,0,1); + // this squares the result + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, numverts); + // square alpha in framebuffer a few times to make it shiny + GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); + // these comments are a test run through this math for intensity 0.5 + // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) + // 0.25 * 0.25 = 0.0625 (this is another pass) + // 0.0625 * 0.0625 = 0.00390625 (this is another pass) + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + R_Mesh_Draw(numverts, numtriangles, elements); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + GL_LockArrays(0, 0); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[0] = vertex3f; + m.texmatrix[0] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[0] = varray_texcoord2f[0]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); + GL_LockArrays(0, numverts); + R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); + c_rt_lightmeshes++; + c_rt_lighttris += numtriangles; + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.tex[0] = R_GetTexture(glosstexture); + m.pointer_texcoord[0] = texcoord2f; + if (lightcubemap) + { + m.texcubemap[1] = R_GetTexture(lightcubemap); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltolight; +#else + m.pointer_texcoord3f[1] = varray_texcoord3f[1]; + R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight); +#endif + } + } + } + R_Mesh_State(&m); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); VectorScale(lightcolor, colorscale, color2); + GL_LockArrays(0, numverts); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { - color[0] = bound(0, color2[0], 1); - color[1] = bound(0, color2[1], 1); - color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1); R_Mesh_Draw(numverts, numtriangles, elements); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } + GL_LockArrays(0, 0); } - else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare! + } + else + { + if (lighting & LIGHTING_DIFFUSE) { - // 2/0/0/2/2 2D combine blendsquare path - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(bumptexture); - m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture); - m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = varray_texcoord3f[1]; - R_Mesh_State_Texture(&m); - qglColorMask(0,0,0,1); - // this squares the result - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - // square alpha in framebuffer a few times to make it shiny - GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); - // these comments are a test run through this math for intensity 0.5 - // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier) - // 0.25 * 0.25 = 0.0625 (this is another pass) - // 0.0625 * 0.0625 = 0.00390625 (this is another pass) - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.pointer_texcoord[1] = varray_texcoord2f[1]; - R_Mesh_State_Texture(&m); - GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz); - R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz); - R_Mesh_Draw(numverts, numtriangles, elements); - c_rt_lightmeshes++; - c_rt_lighttris += numtriangles; - + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2); memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(glosstexture); - m.texcubemap[1] = R_GetTexture(lightcubemap); + m.pointer_vertex = vertex3f; + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = texcoord2f; - m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL; - R_Mesh_State_Texture(&m); - qglColorMask(1,1,1,0); - GL_BlendFunc(GL_DST_ALPHA, GL_ONE); - if (lightcubemap) - R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter); - VectorScale(lightcolor, colorscale, color2); + if (r_textureunits.integer >= 2) + { + // voodoo2 + m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[1] = vertex3f; + m.texmatrix[1] = *matrix_modeltoattenuationxyz; +#else + m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz); +#endif + if (r_textureunits.integer >= 3) + { + // Geforce3/Radeon class but not using dot3 + m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); +#ifdef USETEXMATRIX + m.pointer_texcoord3f[2] = vertex3f; + m.texmatrix[2] = *matrix_modeltoattenuationz; +#else + m.pointer_texcoord[2] = varray_texcoord2f[2]; + R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz); +#endif + } + } + R_Mesh_State(&m); for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--) { color[0] = bound(0, color2[0], 1); color[1] = bound(0, color2[1], 1); color[2] = bound(0, color2[2], 1); - GL_Color(color[0], color[1], color[2], 1); + if (r_textureunits.integer >= 3) + R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight); + else if (r_textureunits.integer >= 2) + R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + else + R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight); + GL_LockArrays(0, numverts); R_Mesh_Draw(numverts, numtriangles, elements); + GL_LockArrays(0, 0); c_rt_lightmeshes++; c_rt_lighttris += numtriangles; } @@ -1715,322 +1859,575 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen } } -void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix) +void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic) { - R_Mesh_Matrix(matrix); - if (r_shadow_showtris.integer) - { - shadowmesh_t *mesh; - rmeshstate_t m; - int depthenabled = qglIsEnabled(GL_DEPTH_TEST); - int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); - qglDisable(GL_DEPTH_TEST); - qglDisable(GL_STENCIL_TEST); - //qglDisable(GL_CULL_FACE); - qglColorMask(1,1,1,1); - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - GL_Color(0,0.1,0,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next) + int j, k; + float scale; + R_RTLight_Uncompile(rtlight); + memset(rtlight, 0, sizeof(*rtlight)); + + VectorCopy(light->origin, rtlight->shadoworigin); + VectorCopy(light->color, rtlight->color); + rtlight->radius = light->radius; + //rtlight->cullradius = rtlight->radius; + //rtlight->cullradius2 = rtlight->radius * rtlight->radius; + rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; + rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; + rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; + rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; + rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; + rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; + rtlight->cubemapname[0] = 0; + if (light->cubemapname[0]) + strcpy(rtlight->cubemapname, light->cubemapname); + else if (light->cubemapnum > 0) + sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum); + rtlight->shadow = light->shadow; + rtlight->corona = light->corona; + rtlight->style = light->style; + rtlight->isstatic = isstatic; + Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix); + // ConcatScale won't work here because this needs to scale rotate and + // translate, not just rotate + scale = 1.0f / rtlight->radius; + for (k = 0;k < 3;k++) + for (j = 0;j < 4;j++) + rtlight->matrix_worldtolight.m[k][j] *= scale; + Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight); + Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight); + + rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f); + rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius; + VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light); + rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2; +} + +// compiles rtlight geometry +// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls) +void R_RTLight_Compile(rtlight_t *rtlight) +{ + int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces; + entity_render_t *ent = &cl_entities[0].render; + model_t *model = ent->model; + + // compile the light + rtlight->compiled = true; + rtlight->static_numclusters = 0; + rtlight->static_numclusterpvsbytes = 0; + rtlight->static_clusterlist = NULL; + rtlight->static_clusterpvs = NULL; + rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; + rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; + rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; + rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; + rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; + rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; + + if (model && model->GetLightInfo) + { + // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering + r_shadow_compilingrtlight = rtlight; + R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters); + R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); + model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + if (numclusters) { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + rtlight->static_numclusters = numclusters; + rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3; + rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); + rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes); + memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist)); + memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes); } - //qglEnable(GL_CULL_FACE); - if (depthenabled) - qglEnable(GL_DEPTH_TEST); - if (stencilenabled) + if (model->DrawShadowVolume && rtlight->shadow) { - qglEnable(GL_STENCIL_TEST); - qglColorMask(0,0,0,0); + rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist); + rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false); } + if (model->DrawLight) + { + rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); + model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist); + rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false); + } + // switch back to rendering when DrawShadowVolume or DrawLight is called + r_shadow_compilingrtlight = NULL; } - R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow); -} -void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) -{ - shadowmesh_t *mesh; - R_Mesh_Matrix(matrix); - if (r_shadow_showtris.integer) + + // use smallest available cullradius - box radius or light radius + //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin); + //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius); + + shadowmeshes = 0; + shadowtris = 0; + if (rtlight->static_meshchain_shadow) { - rmeshstate_t m; - int depthenabled = qglIsEnabled(GL_DEPTH_TEST); - int stencilenabled = qglIsEnabled(GL_STENCIL_TEST); - qglDisable(GL_DEPTH_TEST); - qglDisable(GL_STENCIL_TEST); - //qglDisable(GL_CULL_FACE); - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - GL_Color(0.2,0,0,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - for (mesh = light->meshchain_light;mesh;mesh = mesh->next) + shadowmesh_t *mesh; + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i); + shadowmeshes++; + shadowtris += mesh->numtriangles; } - //qglEnable(GL_CULL_FACE); - if (depthenabled) - qglEnable(GL_DEPTH_TEST); - if (stencilenabled) - qglEnable(GL_STENCIL_TEST); } - for (mesh = light->meshchain_light;mesh;mesh = mesh->next) + + lightmeshes = 0; + lighttris = 0; + if (rtlight->static_meshchain_light) { - R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL); - R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL); + shadowmesh_t *mesh; + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) + { + lightmeshes++; + lighttris += mesh->numtriangles; + } } + + Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes); } -cvar_t r_editlights = {0, "r_editlights", "0"}; -cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"}; -cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"}; -cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"}; -cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"}; -cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"}; -cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"}; -worldlight_t *r_shadow_worldlightchain; -worldlight_t *r_shadow_selectedlight; -vec3_t r_editlights_cursorlocation; +void R_RTLight_Uncompile(rtlight_t *rtlight) +{ + if (rtlight->compiled) + { + if (rtlight->static_meshchain_shadow) + Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow); + rtlight->static_meshchain_shadow = NULL; + if (rtlight->static_meshchain_light) + Mod_ShadowMesh_Free(rtlight->static_meshchain_light); + rtlight->static_meshchain_light = NULL; + if (rtlight->static_clusterlist) + Mem_Free(rtlight->static_clusterlist); + rtlight->static_clusterlist = NULL; + if (rtlight->static_clusterpvs) + Mem_Free(rtlight->static_clusterpvs); + rtlight->static_clusterpvs = NULL; + rtlight->static_numclusters = 0; + rtlight->static_numclusterpvsbytes = 0; + rtlight->compiled = false; + } +} -static int lightpvsbytes; -static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8]; +void R_Shadow_UncompileWorldLights(void) +{ + dlight_t *light; + for (light = r_shadow_worldlightchain;light;light = light->next) + R_RTLight_Uncompile(&light->rtlight); +} -void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow) +void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes) { - int i, j, k, l, maxverts = 256, tris; - float *vertex3f = NULL, mins[3], maxs[3]; - worldlight_t *e; - shadowmesh_t *mesh, *castmesh = NULL; + int i, shadow; + entity_render_t *ent; + float f; + vec3_t relativelightorigin, relativeeyeorigin, lightcolor; + rtexture_t *cubemaptexture; + matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; + int numclusters, numsurfaces; + int *clusterlist, *surfacelist; + qbyte *clusterpvs; + vec3_t cullmins, cullmaxs; + shadowmesh_t *mesh; + rmeshstate_t m; - if (radius < 15 || DotProduct(color, color) < 0.03) - { - Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); + // loading is done before visibility checks because loading should happen + // all at once at the start of a level, not when it stalls gameplay. + // (especially important to benchmarks) + if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer) + R_RTLight_Compile(rtlight); + if (rtlight->cubemapname[0]) + cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname); + else + cubemaptexture = NULL; + + cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius; + cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius; + cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius; + cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius; + cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius; + cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius; + if (d_lightstylevalue[rtlight->style] <= 0) return; - } - - e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t)); - VectorCopy(origin, e->origin); - VectorCopy(color, e->light); - e->lightradius = radius; - e->style = style; - if (e->style < 0 || e->style >= MAX_LIGHTSTYLES) + numclusters = 0; + clusterlist = NULL; + clusterpvs = NULL; + numsurfaces = 0; + surfacelist = NULL; + if (rtlight->compiled && r_shadow_staticworldlights.integer) + { + // compiled light, world available and can receive realtime lighting + // retrieve cluster information + numclusters = rtlight->static_numclusters; + clusterlist = rtlight->static_clusterlist; + clusterpvs = rtlight->static_clusterpvs; + VectorCopy(rtlight->cullmins, cullmins); + VectorCopy(rtlight->cullmaxs, cullmaxs); + } + else if (cl.worldmodel && cl.worldmodel->GetLightInfo) + { + // dynamic light, world available and can receive realtime lighting + // if the light box is offscreen, skip it right away + if (R_CullBox(cullmins, cullmaxs)) + return; + // calculate lit surfaces and clusters + R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters); + R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); + cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces); + clusterlist = r_shadow_buffer_clusterlist; + clusterpvs = r_shadow_buffer_clusterpvs; + surfacelist = r_shadow_buffer_surfacelist; + } + // if the reduced cluster bounds are offscreen, skip it + if (R_CullBox(cullmins, cullmaxs)) + return; + // check if light is illuminating any visible clusters + if (numclusters) { - Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES); - e->style = 0; + for (i = 0;i < numclusters;i++) + if (CHECKPVSBIT(r_pvsbits, clusterlist[i])) + break; + if (i == numclusters) + return; } - e->castshadows = castshadow; + // set up a scissor rectangle for this light + if (R_Shadow_ScissorForBBox(cullmins, cullmaxs)) + return; - e->cullradius = e->lightradius; - for (k = 0;k < 3;k++) + f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f); + VectorScale(rtlight->color, f, lightcolor); + /* + if (rtlight->selected) { - mins[k] = e->origin[k] - e->lightradius; - maxs[k] = e->origin[k] + e->lightradius; + f = 2 + sin(realtime * M_PI * 4.0); + VectorScale(lightcolor, f, lightcolor); } + */ - e->next = r_shadow_worldlightchain; - r_shadow_worldlightchain = e; - if (cubemapname && cubemapname[0]) +#if 1 + shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_realtime_world_shadows.integer : (r_shadow_realtime_world.integer ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer)); +#else + shadow = false; + if (rtlight->shadow) { - e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1); - strcpy(e->cubemapname, cubemapname); - // FIXME: add cubemap loading (and don't load a cubemap twice) + if (rtlight->isstatic) + shadow = r_shadow_realtime_world_shadows.integer; + else + { + if (r_shadow_realtime_world.integer) + shadow = r_shadow_realtime_world_dlightshadows.integer; + else + shadow = r_shadow_realtime_dlight_shadows.integer; + } } - // FIXME: rewrite this to store ALL geometry into a cache in the light - if (e->castshadows) - castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true); - if (cl.worldmodel) +#endif + + if (shadow && (gl_stencil || visiblevolumes)) { - if (cl.worldmodel->brushq3.num_leafs) + if (!visiblevolumes) + R_Shadow_Stage_ShadowVolumes(); + ent = &cl_entities[0].render; + if (r_shadow_staticworldlights.integer && rtlight->compiled) { - q3mleaf_t *leaf; - q3mface_t *face; - lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs)); - VectorCopy(e->origin, e->mins); - VectorCopy(e->origin, e->maxs); - for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) - face->lighttemp_castshadow = false; - for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++) + memset(&m, 0, sizeof(m)); + R_Mesh_Matrix(&ent->matrix); + for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { - if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) + m.pointer_vertex = mesh->vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, mesh->numverts); + if (r_shadowstage == SHADOWSTAGE_STENCIL) { - for (k = 0;k < 3;k++) - { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; - } - for (j = 0;j < leaf->numleaffaces;j++) - { - face = leaf->firstleafface[j]; - if (BoxesOverlap(face->mins, face->maxs, mins, maxs)) - face->lighttemp_castshadow = true; - } + // decrement stencil if frontface is behind depthbuffer + qglCullFace(GL_FRONT); // quake is backwards, this culls back faces + qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + // increment stencil if backface is behind depthbuffer + qglCullFace(GL_BACK); // quake is backwards, this culls front faces + qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + c_rtcached_shadowmeshes++; + c_rtcached_shadowtris += mesh->numtriangles; + GL_LockArrays(0, 0); } - - // add surfaces to shadow casting mesh and light mesh - for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++) + } + else + { + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) { - if (face->lighttemp_castshadow) + ent = r_refdef.entities[i]; + // rough checks + if (r_shadow_cull.integer) { - face->lighttemp_castshadow = false; - if (!(face->texture->surfaceparms & (SURFACEPARM_NODRAW | SURFACEPARM_SKY))) - { - if (e->castshadows) - if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i); - if (!(face->texture->surfaceparms & SURFACEPARM_SKY)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i); - } + if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs)) + continue; + if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs)) + continue; } + if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume) + continue; + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + // light emitting entities should not cast their own shadow + if (VectorLength2(relativelightorigin) < 0.1) + continue; + ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist); } } - else if (cl.worldmodel->brushq1.numleafs) - { - mleaf_t *leaf; - msurface_t *surf; - VectorCopy(e->origin, e->mins); - VectorCopy(e->origin, e->maxs); - i = CL_PointQ1Contents(e->origin); + } - for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) - surf->lighttemp_castshadow = false; + if (!visiblevolumes) + { + R_Shadow_Stage_Light(shadow && gl_stencil); - if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY) + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawLight) + { + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); + if (r_shadow_staticworldlights.integer && rtlight->compiled) { - qbyte *byteleafpvs; - qbyte *bytesurfacepvs; - - byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs); - bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces); - - Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs); - - for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++) - { - if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - { - for (k = 0;k < 3;k++) - { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; - } - } - } - - for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++) - if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) - surf->lighttemp_castshadow = true; - - Mem_Free(byteleafpvs); - Mem_Free(bytesurfacepvs); + R_Mesh_Matrix(&ent->matrix); + for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next) + R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } else + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) { - lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs)); - for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++) - { - if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs)) - { - for (k = 0;k < 3;k++) - { - if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k]; - if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k]; - } - for (j = 0;j < leaf->nummarksurfaces;j++) - { - surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j]; - if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs)) - surf->lighttemp_castshadow = true; - } - } - } - } - - // add surfaces to shadow casting mesh and light mesh - for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++) - { - if (surf->lighttemp_castshadow) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT)) { - surf->lighttemp_castshadow = false; - if (e->castshadows && (surf->flags & SURF_SHADOWCAST)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i); - if (!(surf->flags & SURF_DRAWSKY)) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i); + Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist); } } } } +} - // limit box to light bounds (in case it grew larger) - for (k = 0;k < 3;k++) +void R_ShadowVolumeLighting(int visiblevolumes) +{ + int lnum; + dlight_t *light; + rmeshstate_t m; + + if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname))) + R_Shadow_EditLights_Reload_f(); + + if (visiblevolumes) { - if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius; - if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius; - } - e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); - // cast shadow volume from castmesh - castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true); - if (castmesh) + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(r_shadow_visiblevolumes.integer < 2); + qglDisable(GL_CULL_FACE); + GL_Color(0.0, 0.0125, 0.1, 1); + } + else + R_Shadow_Stage_Begin(); + if (r_shadow_realtime_world.integer) { - maxverts = 0; - for (mesh = castmesh;mesh;mesh = mesh->next) + if (r_shadow_debuglight.integer >= 0) { - R_Shadow_ResizeShadowElements(mesh->numtriangles); - maxverts = max(maxverts, mesh->numverts * 2); + for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) + if (lnum == r_shadow_debuglight.integer) + R_DrawRTLight(&light->rtlight, visiblevolumes); } + else + for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next) + R_DrawRTLight(&light->rtlight, visiblevolumes); + } + if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) + R_DrawRTLight(&light->rtlight, visiblevolumes); - if (maxverts > 0) + if (visiblevolumes) + { + qglEnable(GL_CULL_FACE); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + } + else + R_Shadow_Stage_End(); +} + +//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; +typedef struct suffixinfo_s +{ + char *suffix; + qboolean flipx, flipy, flipdiagonal; +} +suffixinfo_t; +static suffixinfo_t suffix[3][6] = +{ + { + {"px", false, false, false}, + {"nx", false, false, false}, + {"py", false, false, false}, + {"ny", false, false, false}, + {"pz", false, false, false}, + {"nz", false, false, false} + }, + { + {"posx", false, false, false}, + {"negx", false, false, false}, + {"posy", false, false, false}, + {"negy", false, false, false}, + {"posz", false, false, false}, + {"negz", false, false, false} + }, + { + {"rt", true, false, true}, + {"lf", false, true, true}, + {"ft", true, true, false}, + {"bk", false, false, false}, + {"up", true, false, true}, + {"dn", true, false, true} + } +}; + +static int componentorder[4] = {0, 1, 2, 3}; + +rtexture_t *R_Shadow_LoadCubemap(const char *basename) +{ + int i, j, cubemapsize; + qbyte *cubemappixels, *image_rgba; + rtexture_t *cubemaptexture; + char name[256]; + // must start 0 so the first loadimagepixels has no requested width/height + cubemapsize = 0; + cubemappixels = NULL; + cubemaptexture = NULL; + // keep trying different suffix groups (posx, px, rt) until one loads + for (j = 0;j < 3 && !cubemappixels;j++) + { + // load the 6 images in the suffix group + for (i = 0;i < 6;i++) { - vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3])); - // now that we have the buffers big enough, construct and add - // the shadow volume mesh - if (e->castshadows) - e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); - for (mesh = castmesh;mesh;mesh = mesh->next) + // generate an image name based on the base and and suffix + snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); + // load it + if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize))) { - Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles); - if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); + // an image loaded, make sure width and height are equal + if (image_width == image_height) + { + // if this is the first image to load successfully, allocate the cubemap memory + if (!cubemappixels && image_width >= 1) + { + cubemapsize = image_width; + // note this clears to black, so unavailable sides are black + cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4); + } + // copy the image with any flipping needed by the suffix (px and posx types don't need flipping) + if (cubemappixels) + Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder); + } + else + Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height); + // free the image + Mem_Free(image_rgba); } - Mem_Free(vertex3f); - vertex3f = NULL; } - // we're done with castmesh now - Mod_ShadowMesh_Free(castmesh); + } + // if a cubemap loaded, upload it + if (cubemappixels) + { + if (!r_shadow_filters_texturepool) + r_shadow_filters_texturepool = R_AllocTexturePool(); + cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + Mem_Free(cubemappixels); + } + else + { + Con_Printf("Failed to load Cubemap \"%s\", tried ", basename); + for (j = 0;j < 3;j++) + for (i = 0;i < 6;i++) + Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix); + Con_Print(" and was unable to find any of them.\n"); + } + return cubemaptexture; +} + +rtexture_t *R_Shadow_Cubemap(const char *basename) +{ + int i; + for (i = 0;i < numcubemaps;i++) + if (!strcasecmp(cubemaps[i].basename, basename)) + return cubemaps[i].texture; + if (i >= MAX_CUBEMAPS) + return NULL; + numcubemaps++; + strcpy(cubemaps[i].basename, basename); + cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename); + return cubemaps[i].texture; +} + +void R_Shadow_FreeCubemaps(void) +{ + numcubemaps = 0; + R_FreeTexturePool(&r_shadow_filters_texturepool); +} + +void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname) +{ + dlight_t *light; + + if (radius < 15 || DotProduct(color, color) < 0.03) + { + Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n"); + return; } - e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false); - e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false); + light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t)); + VectorCopy(origin, light->origin); + VectorCopy(angles, light->angles); + VectorCopy(color, light->color); + light->radius = radius; + light->style = style; + if (light->style < 0 || light->style >= MAX_LIGHTSTYLES) + { + Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES); + light->style = 0; + } + light->shadow = shadowenable; + light->corona = corona; + if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname)) + strcpy(light->cubemapname, cubemapname); + Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1); + light->next = r_shadow_worldlightchain; + r_shadow_worldlightchain = light; - k = 0; - if (e->meshchain_shadow) - for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next) - k += mesh->numtriangles; - l = 0; - if (e->meshchain_light) - for (mesh = e->meshchain_light;mesh;mesh = mesh->next) - l += mesh->numtriangles; - Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l); + R_RTLight_UpdateFromDLight(&light->rtlight, light, true); } -void R_Shadow_FreeWorldLight(worldlight_t *light) +void R_Shadow_FreeWorldLight(dlight_t *light) { - worldlight_t **lightpointer; + dlight_t **lightpointer; + R_RTLight_Uncompile(&light->rtlight); for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next); if (*lightpointer != light) Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n"); *lightpointer = light->next; - if (light->cubemapname) - Mem_Free(light->cubemapname); - if (light->meshchain_shadow) - Mod_ShadowMesh_Free(light->meshchain_shadow); - if (light->meshchain_light) - Mod_ShadowMesh_Free(light->meshchain_light); Mem_Free(light); } @@ -2039,9 +2436,10 @@ void R_Shadow_ClearWorldLights(void) while (r_shadow_worldlightchain) R_Shadow_FreeWorldLight(r_shadow_worldlightchain); r_shadow_selectedlight = NULL; + R_Shadow_FreeCubemaps(); } -void R_Shadow_SelectLight(worldlight_t *light) +void R_Shadow_SelectLight(dlight_t *light) { if (r_shadow_selectedlight) r_shadow_selectedlight->selected = false; @@ -2050,8 +2448,6 @@ void R_Shadow_SelectLight(worldlight_t *light) r_shadow_selectedlight->selected = true; } -rtexture_t *lighttextures[5]; - void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) { float scale = r_editlights_cursorgrid.value * 0.5f; @@ -2061,12 +2457,12 @@ void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2) void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2) { float intensity; - const worldlight_t *light; + const dlight_t *light; light = calldata1; intensity = 0.5; if (light->selected) intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0); - if (!light->meshchain_shadow) + if (!light->shadow) intensity *= 0.5f; R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5); } @@ -2075,7 +2471,7 @@ void R_Shadow_DrawLightSprites(void) { int i; cachepic_t *pic; - worldlight_t *light; + dlight_t *light; for (i = 0;i < 5;i++) { @@ -2092,7 +2488,7 @@ void R_Shadow_DrawLightSprites(void) void R_Shadow_SelectLightInView(void) { float bestrating, rating, temp[3]; - worldlight_t *best, *light; + dlight_t *best, *light; best = NULL; bestrating = 0; for (light = r_shadow_worldlightchain;light;light = light->next) @@ -2116,21 +2512,37 @@ void R_Shadow_LoadWorldLights(void) { int n, a, style, shadow; char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t; - float origin[3], radius, color[3]; + float origin[3], radius, color[3], angles[3], corona; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".rtlights", sizeof (name)); - lightsstring = FS_LoadFile(name, false); + lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) { s = lightsstring; n = 0; while (*s) { + t = s; + /* + shadow = true; + for (;COM_Parse(t, true) && strcmp( + if (COM_Parse(t, true)) + { + if (com_token[0] == '!') + { + shadow = false; + origin[0] = atof(com_token+1); + } + else + origin[0] = atof(com_token); + if (Com_Parse(t + } + */ t = s; while (*s && *s != '\n') s++; @@ -2144,18 +2556,22 @@ void R_Shadow_LoadWorldLights(void) shadow = false; t++; } - a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname); - if (a < 9) + a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]); + if (a < 13) + VectorClear(angles); + if (a < 10) + corona = 0; + if (a < 9 || !strcmp(cubemapname, "\"\"")) cubemapname[0] = 0; *s = '\n'; if (a < 8) { - Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1); + 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])\n", a, n + 1); break; } VectorScale(color, r_editlights_rtlightscolorscale.value, color); radius *= r_editlights_rtlightssizescale.value; - R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow); + R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname); s++; n++; } @@ -2167,7 +2583,7 @@ void R_Shadow_LoadWorldLights(void) void R_Shadow_SaveWorldLights(void) { - worldlight_t *light; + dlight_t *light; int bufchars, bufmaxchars; char *buf, *oldbuf; char name[MAX_QPATH]; @@ -2176,7 +2592,7 @@ void R_Shadow_SaveWorldLights(void) return; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); @@ -2185,7 +2601,7 @@ void R_Shadow_SaveWorldLights(void) buf = NULL; for (light = r_shadow_worldlightchain;light;light = light->next) { - sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : ""); + sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]); if (bufchars + (int) strlen(line) > bufmaxchars) { bufmaxchars = bufchars + strlen(line) + 2048; @@ -2217,12 +2633,12 @@ void R_Shadow_LoadLightsFile(void) float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".lights", sizeof (name)); - lightsstring = FS_LoadFile(name, false); + lightsstring = FS_LoadFile(name, tempmempool, false); if (lightsstring) { s = lightsstring; @@ -2245,7 +2661,7 @@ void R_Shadow_LoadLightsFile(void) radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f)); radius = bound(15, radius, 4096); VectorScale(color, (2.0f / (8388608.0f)), color); - R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL); s++; n++; } @@ -2255,16 +2671,19 @@ void R_Shadow_LoadLightsFile(void) } } +// tyrlite/hmap2 light types in the delay field +typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t; + void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) { - int entnum, style, islight; + int entnum, style, islight, skin, pflags, effects, type, n; char key[256], value[1024]; - float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3]; + float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4]; const char *data; if (cl.worldmodel == NULL) { - Con_Printf("No map loaded.\n"); + Con_Print("No map loaded.\n"); return; } data = cl.worldmodel->brush.entities; @@ -2272,13 +2691,19 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) return; for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++) { - light = 0; + type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; originhack[0] = originhack[1] = originhack[2] = 0; + angles[0] = angles[1] = angles[2] = 0; color[0] = color[1] = color[2] = 1; + light[0] = light[1] = light[2] = 1;light[3] = 300; overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; - scale = 1; + fadescale = 1; + lightscale = 1; style = 0; + skin = 0; + pflags = 0; + effects = 0; islight = false; while (1) { @@ -2298,13 +2723,37 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) // now that we have the key pair worked out... if (!strcmp("light", key)) - light = atof(value); + { + n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]); + if (n == 1) + { + // quake + light[0] = vec[0] * (1.0f / 256.0f); + light[1] = vec[0] * (1.0f / 256.0f); + light[2] = vec[0] * (1.0f / 256.0f); + light[3] = vec[0]; + } + else if (n == 4) + { + // halflife + light[0] = vec[0] * (1.0f / 255.0f); + light[1] = vec[1] * (1.0f / 255.0f); + light[2] = vec[2] * (1.0f / 255.0f); + light[3] = vec[3]; + } + } + else if (!strcmp("delay", key)) + type = atoi(value); else if (!strcmp("origin", key)) sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]); + else if (!strcmp("angle", key)) + angles[0] = 0, angles[1] = atof(value), angles[2] = 0; + else if (!strcmp("angles", key)) + sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]); else if (!strcmp("color", key)) sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); else if (!strcmp("wait", key)) - scale = atof(value); + fadescale = atof(value); else if (!strcmp("classname", key)) { if (!strncmp(value, "light", 5)) @@ -2377,17 +2826,59 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void) } else if (!strcmp("style", key)) style = atoi(value); + else if (cl.worldmodel->type == mod_brushq3) + { + if (!strcmp("scale", key)) + lightscale = atof(value); + if (!strcmp("fade", key)) + fadescale = atof(value); + } + else if (!strcmp("skin", key)) + skin = (int)atof(value); + else if (!strcmp("pflags", key)) + pflags = (int)atof(value); + else if (!strcmp("effects", key)) + effects = (int)atof(value); + } + if (!islight) + continue; + if (lightscale <= 0) + lightscale = 1; + if (fadescale <= 0) + fadescale = 1; + if (color[0] == color[1] && color[0] == color[2]) + { + color[0] *= overridecolor[0]; + color[1] *= overridecolor[1]; + color[2] *= overridecolor[2]; + } + radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale; + color[0] = color[0] * light[0]; + color[1] = color[1] * light[1]; + color[2] = color[2] * light[2]; + switch (type) + { + case LIGHTTYPE_MINUSX: + break; + case LIGHTTYPE_RECIPX: + radius *= 2; + VectorScale(color, (1.0f / 16.0f), color); + break; + case LIGHTTYPE_RECIPXX: + radius *= 2; + VectorScale(color, (1.0f / 16.0f), color); + break; + default: + case LIGHTTYPE_NONE: + break; + case LIGHTTYPE_SUN: + break; + case LIGHTTYPE_MINUSXX: + break; } - if (light <= 0 && islight) - light = 300; - radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576); - light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f); - if (color[0] == 1 && color[1] == 1 && color[2] == 1) - VectorCopy(overridecolor, color); - VectorScale(color, light, color); VectorAdd(origin, originhack, origin); - if (radius >= 15) - R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true); + if (radius >= 1) + R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL); } } @@ -2432,13 +2923,24 @@ void R_Shadow_EditLights_Clear_f(void) void R_Shadow_EditLights_Reload_f(void) { - r_shadow_reloadlights = true; + if (!cl.worldmodel) + return; + strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname)); + R_Shadow_ClearWorldLights(); + R_Shadow_LoadWorldLights(); + if (r_shadow_worldlightchain == NULL) + { + R_Shadow_LoadLightsFile(); + if (r_shadow_worldlightchain == NULL) + R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); + } } void R_Shadow_EditLights_Save_f(void) { - if (cl.worldmodel) - R_Shadow_SaveWorldLights(); + if (!cl.worldmodel) + return; + R_Shadow_SaveWorldLights(); } void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) @@ -2458,48 +2960,50 @@ void R_Shadow_EditLights_Spawn_f(void) vec3_t color; if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (Cmd_Argc() != 1) { - Con_Printf("r_editlights_spawn does not take parameters\n"); + Con_Print("r_editlights_spawn does not take parameters\n"); return; } color[0] = color[1] = color[2] = 1; - R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true); + R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL); } void R_Shadow_EditLights_Edit_f(void) { - vec3_t origin, color; - vec_t radius; + vec3_t origin, angles, color; + vec_t radius, corona; int style, shadows; char cubemapname[1024]; if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } VectorCopy(r_shadow_selectedlight->origin, origin); - radius = r_shadow_selectedlight->lightradius; - VectorCopy(r_shadow_selectedlight->light, color); + VectorCopy(r_shadow_selectedlight->angles, angles); + VectorCopy(r_shadow_selectedlight->color, color); + radius = r_shadow_selectedlight->radius; style = r_shadow_selectedlight->style; if (r_shadow_selectedlight->cubemapname) strcpy(cubemapname, r_shadow_selectedlight->cubemapname); else cubemapname[0] = 0; - shadows = r_shadow_selectedlight->castshadows; + shadows = r_shadow_selectedlight->shadow; + corona = r_shadow_selectedlight->corona; if (!strcmp(Cmd_Argv(1), "origin")) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); @@ -2510,7 +3014,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] = atof(Cmd_Argv(2)); @@ -2519,7 +3023,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] = atof(Cmd_Argv(2)); @@ -2528,7 +3032,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] = atof(Cmd_Argv(2)); @@ -2537,7 +3041,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); @@ -2548,7 +3052,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[0] += atof(Cmd_Argv(2)); @@ -2557,7 +3061,7 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[1] += atof(Cmd_Argv(2)); @@ -2566,16 +3070,54 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } origin[2] += atof(Cmd_Argv(2)); } + else if (!strcmp(Cmd_Argv(1), "angles")) + { + if (Cmd_Argc() != 5) + { + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + return; + } + angles[0] = atof(Cmd_Argv(2)); + angles[1] = atof(Cmd_Argv(3)); + angles[2] = atof(Cmd_Argv(4)); + } + else if (!strcmp(Cmd_Argv(1), "anglesx")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[0] = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "anglesy")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[1] = atof(Cmd_Argv(2)); + } + else if (!strcmp(Cmd_Argv(1), "anglesz")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + angles[2] = atof(Cmd_Argv(2)); + } else if (!strcmp(Cmd_Argv(1), "color")) { if (Cmd_Argc() != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); return; } color[0] = atof(Cmd_Argv(2)); @@ -2586,25 +3128,25 @@ void R_Shadow_EditLights_Edit_f(void) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } radius = atof(Cmd_Argv(2)); } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style")) + else if (!strcmp(Cmd_Argv(1), "style")) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } style = atoi(Cmd_Argv(2)); } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap")) + else if (!strcmp(Cmd_Argv(1), "cubemap")) { if (Cmd_Argc() > 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } if (Cmd_Argc() == 3) @@ -2612,63 +3154,106 @@ void R_Shadow_EditLights_Edit_f(void) else cubemapname[0] = 0; } - else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows")) + else if (!strcmp(Cmd_Argv(1), "shadows")) { if (Cmd_Argc() != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); return; } shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); } + else if (!strcmp(Cmd_Argv(1), "corona")) + { + if (Cmd_Argc() != 3) + { + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + return; + } + corona = atof(Cmd_Argv(2)); + } else { - Con_Printf("usage: r_editlights_edit [property] [value]\n"); - Con_Printf("Selected light's properties:\n"); - Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); - Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius); - Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]); - Con_Printf("Style: %i\n", r_shadow_selectedlight->style); + Con_Print("usage: r_editlights_edit [property] [value]\n"); + Con_Print("Selected light's properties:\n"); + Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]); + Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]); + Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]); + Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius); + Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona); + Con_Printf("Style : %i\n", r_shadow_selectedlight->style); + Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no"); Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname); - Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; - R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows); + R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname); +} + +void R_Shadow_EditLights_EditAll_f(void) +{ + dlight_t *light; + + for (light = r_shadow_worldlightchain;light;light = light->next) + { + R_Shadow_SelectLight(light); + R_Shadow_EditLights_Edit_f(); + } } -extern int con_vislines; void R_Shadow_EditLights_DrawSelectedLightProperties(void) { float x, y; char temp[256]; - if (r_shadow_selectedlight == NULL) + if (!r_editlights.integer) return; x = 0; y = con_vislines; + sprintf(temp, "Cursor %f %f %f", 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);y += 8; + if (r_shadow_selectedlight == NULL) + return; sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; + sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; - sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8; } void R_Shadow_EditLights_ToggleShadow_f(void) { if (!r_editlights.integer) { - Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); + return; + } + if (!r_shadow_selectedlight) + { + Con_Print("No selected light.\n"); + return; + } + R_Shadow_NewWorldLight(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_FreeWorldLight(r_shadow_selectedlight); + r_shadow_selectedlight = NULL; +} + +void R_Shadow_EditLights_ToggleCorona_f(void) +{ + if (!r_editlights.integer) + { + Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } - R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows); + R_Shadow_NewWorldLight(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_FreeWorldLight(r_shadow_selectedlight); r_shadow_selectedlight = NULL; } @@ -2677,12 +3262,12 @@ void R_Shadow_EditLights_Remove_f(void) { if (!r_editlights.integer) { - Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n"); + Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n"); return; } if (!r_shadow_selectedlight) { - Con_Printf("No selected light.\n"); + Con_Print("No selected light.\n"); return; } R_Shadow_FreeWorldLight(r_shadow_selectedlight); @@ -2691,7 +3276,7 @@ void R_Shadow_EditLights_Remove_f(void) void R_Shadow_EditLights_Help_f(void) { - Con_Printf( + Con_Print( "Documentation on r_editlights system:\n" "Settings:\n" "r_editlights : enable/disable editing mode\n" @@ -2722,11 +3307,16 @@ void R_Shadow_EditLights_Help_f(void) "movex x: adjust x component of light location\n" "movey y: adjust y component of light location\n" "movez z: adjust z component of light location\n" +"angles x y z : set light angles\n" +"anglesx x: set x component of light angles\n" +"anglesy y: set y component of light angles\n" +"anglesz z: set z component of light angles\n" "color r g b : set color of light (can be brighter than 1 1 1)\n" "radius radius : set radius (size) of light\n" "style style : set lightstyle of light (flickering patterns, switches, etc)\n" "cubemap basename : set filter cubemap of light (not yet supported)\n" "shadows 1/0 : turn on/off shadows\n" +"corona n : set corona intensity\n" " : print light properties to console\n" ); } @@ -2747,8 +3337,11 @@ void R_Shadow_EditLights_Init(void) Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f); Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f); Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f); + Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f); Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f); Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f); + Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f); Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f); Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f); } +