3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
360 typedef struct r_shadow_bouncegrid_settings_s
363 qboolean bounceanglediffuse;
364 qboolean directionalshading;
365 qboolean includedirectlighting;
366 float dlightparticlemultiplier;
368 float lightradiusscale;
370 float particlebounceintensity;
371 float particleintensity;
378 r_shadow_bouncegrid_settings_t;
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
409 extern int con_vislines;
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
421 #define EDLIGHTSPRSIZE 8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
429 void R_Shadow_SetShadowMode(void)
431 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436 r_shadow_shadowmaplod = -1;
437 r_shadow_shadowmapsize = 0;
438 r_shadow_shadowmapsampler = false;
439 r_shadow_shadowmappcf = 0;
440 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
443 switch(vid.renderpath)
445 case RENDERPATH_GL20:
446 if(r_shadow_shadowmapfilterquality < 0)
448 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449 r_shadow_shadowmappcf = 1;
450 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
452 r_shadow_shadowmapsampler = vid.support.arb_shadow;
453 r_shadow_shadowmappcf = 1;
455 else if(strstr(gl_vendor, "ATI"))
456 r_shadow_shadowmappcf = 1;
458 r_shadow_shadowmapsampler = vid.support.arb_shadow;
462 switch (r_shadow_shadowmapfilterquality)
465 r_shadow_shadowmapsampler = vid.support.arb_shadow;
468 r_shadow_shadowmapsampler = vid.support.arb_shadow;
469 r_shadow_shadowmappcf = 1;
472 r_shadow_shadowmappcf = 1;
475 r_shadow_shadowmappcf = 2;
479 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
481 case RENDERPATH_D3D9:
482 case RENDERPATH_D3D10:
483 case RENDERPATH_D3D11:
484 case RENDERPATH_SOFT:
485 r_shadow_shadowmapsampler = false;
486 r_shadow_shadowmappcf = 1;
487 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
489 case RENDERPATH_GL11:
490 case RENDERPATH_GL13:
491 case RENDERPATH_GLES1:
492 case RENDERPATH_GLES2:
498 qboolean R_Shadow_ShadowMappingEnabled(void)
500 switch (r_shadow_shadowmode)
502 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
509 void R_Shadow_FreeShadowMaps(void)
511 R_Shadow_SetShadowMode();
513 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
517 if (r_shadow_shadowmap2dtexture)
518 R_FreeTexture(r_shadow_shadowmap2dtexture);
519 r_shadow_shadowmap2dtexture = NULL;
521 if (r_shadow_shadowmap2dcolortexture)
522 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523 r_shadow_shadowmap2dcolortexture = NULL;
525 if (r_shadow_shadowmapvsdcttexture)
526 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527 r_shadow_shadowmapvsdcttexture = NULL;
530 void r_shadow_start(void)
532 // allocate vertex processing arrays
533 r_shadow_bouncegridpixels = NULL;
534 r_shadow_bouncegridhighpixels = NULL;
535 r_shadow_bouncegridnumpixels = 0;
536 r_shadow_bouncegridtexture = NULL;
537 r_shadow_bouncegriddirectional = false;
538 r_shadow_attenuationgradienttexture = NULL;
539 r_shadow_attenuation2dtexture = NULL;
540 r_shadow_attenuation3dtexture = NULL;
541 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542 r_shadow_shadowmap2dtexture = NULL;
543 r_shadow_shadowmap2dcolortexture = NULL;
544 r_shadow_shadowmapvsdcttexture = NULL;
545 r_shadow_shadowmapmaxsize = 0;
546 r_shadow_shadowmapsize = 0;
547 r_shadow_shadowmaplod = 0;
548 r_shadow_shadowmapfilterquality = -1;
549 r_shadow_shadowmapdepthbits = 0;
550 r_shadow_shadowmapvsdct = false;
551 r_shadow_shadowmapsampler = false;
552 r_shadow_shadowmappcf = 0;
555 R_Shadow_FreeShadowMaps();
557 r_shadow_texturepool = NULL;
558 r_shadow_filters_texturepool = NULL;
559 R_Shadow_ValidateCvars();
560 R_Shadow_MakeTextures();
561 maxshadowtriangles = 0;
562 shadowelements = NULL;
563 maxshadowvertices = 0;
564 shadowvertex3f = NULL;
572 shadowmarklist = NULL;
577 shadowsideslist = NULL;
578 r_shadow_buffer_numleafpvsbytes = 0;
579 r_shadow_buffer_visitingleafpvs = NULL;
580 r_shadow_buffer_leafpvs = NULL;
581 r_shadow_buffer_leaflist = NULL;
582 r_shadow_buffer_numsurfacepvsbytes = 0;
583 r_shadow_buffer_surfacepvs = NULL;
584 r_shadow_buffer_surfacelist = NULL;
585 r_shadow_buffer_surfacesides = NULL;
586 r_shadow_buffer_numshadowtrispvsbytes = 0;
587 r_shadow_buffer_shadowtrispvs = NULL;
588 r_shadow_buffer_numlighttrispvsbytes = 0;
589 r_shadow_buffer_lighttrispvs = NULL;
591 r_shadow_usingdeferredprepass = false;
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
599 R_Shadow_UncompileWorldLights();
601 R_Shadow_FreeShadowMaps();
603 r_shadow_usingdeferredprepass = false;
604 if (r_shadow_prepass_width)
605 R_Shadow_FreeDeferred();
606 r_shadow_prepass_width = r_shadow_prepass_height = 0;
609 r_shadow_bouncegridtexture = NULL;
610 r_shadow_bouncegridpixels = NULL;
611 r_shadow_bouncegridhighpixels = NULL;
612 r_shadow_bouncegridnumpixels = 0;
613 r_shadow_bouncegriddirectional = false;
614 r_shadow_attenuationgradienttexture = NULL;
615 r_shadow_attenuation2dtexture = NULL;
616 r_shadow_attenuation3dtexture = NULL;
617 R_FreeTexturePool(&r_shadow_texturepool);
618 R_FreeTexturePool(&r_shadow_filters_texturepool);
619 maxshadowtriangles = 0;
621 Mem_Free(shadowelements);
622 shadowelements = NULL;
624 Mem_Free(shadowvertex3f);
625 shadowvertex3f = NULL;
628 Mem_Free(vertexupdate);
631 Mem_Free(vertexremap);
637 Mem_Free(shadowmark);
640 Mem_Free(shadowmarklist);
641 shadowmarklist = NULL;
646 Mem_Free(shadowsides);
649 Mem_Free(shadowsideslist);
650 shadowsideslist = NULL;
651 r_shadow_buffer_numleafpvsbytes = 0;
652 if (r_shadow_buffer_visitingleafpvs)
653 Mem_Free(r_shadow_buffer_visitingleafpvs);
654 r_shadow_buffer_visitingleafpvs = NULL;
655 if (r_shadow_buffer_leafpvs)
656 Mem_Free(r_shadow_buffer_leafpvs);
657 r_shadow_buffer_leafpvs = NULL;
658 if (r_shadow_buffer_leaflist)
659 Mem_Free(r_shadow_buffer_leaflist);
660 r_shadow_buffer_leaflist = NULL;
661 r_shadow_buffer_numsurfacepvsbytes = 0;
662 if (r_shadow_buffer_surfacepvs)
663 Mem_Free(r_shadow_buffer_surfacepvs);
664 r_shadow_buffer_surfacepvs = NULL;
665 if (r_shadow_buffer_surfacelist)
666 Mem_Free(r_shadow_buffer_surfacelist);
667 r_shadow_buffer_surfacelist = NULL;
668 if (r_shadow_buffer_surfacesides)
669 Mem_Free(r_shadow_buffer_surfacesides);
670 r_shadow_buffer_surfacesides = NULL;
671 r_shadow_buffer_numshadowtrispvsbytes = 0;
672 if (r_shadow_buffer_shadowtrispvs)
673 Mem_Free(r_shadow_buffer_shadowtrispvs);
674 r_shadow_buffer_numlighttrispvsbytes = 0;
675 if (r_shadow_buffer_lighttrispvs)
676 Mem_Free(r_shadow_buffer_lighttrispvs);
679 void r_shadow_newmap(void)
681 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
685 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
689 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690 R_Shadow_EditLights_Reload_f();
693 void R_Shadow_Init(void)
695 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697 Cvar_RegisterVariable(&r_shadow_usebihculling);
698 Cvar_RegisterVariable(&r_shadow_usenormalmap);
699 Cvar_RegisterVariable(&r_shadow_debuglight);
700 Cvar_RegisterVariable(&r_shadow_deferred);
701 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
703 Cvar_RegisterVariable(&r_shadow_gloss);
704 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705 Cvar_RegisterVariable(&r_shadow_glossintensity);
706 Cvar_RegisterVariable(&r_shadow_glossexponent);
707 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708 Cvar_RegisterVariable(&r_shadow_glossexact);
709 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713 Cvar_RegisterVariable(&r_shadow_projectdistance);
714 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719 Cvar_RegisterVariable(&r_shadow_realtime_world);
720 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726 Cvar_RegisterVariable(&r_shadow_scissor);
727 Cvar_RegisterVariable(&r_shadow_shadowmapping);
728 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742 Cvar_RegisterVariable(&r_shadow_polygonfactor);
743 Cvar_RegisterVariable(&r_shadow_polygonoffset);
744 Cvar_RegisterVariable(&r_shadow_texture3d);
745 Cvar_RegisterVariable(&r_shadow_bouncegrid);
746 Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747 Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749 Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752 Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758 Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763 Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765 Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770 Cvar_RegisterVariable(&r_coronas);
771 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772 Cvar_RegisterVariable(&r_coronas_occlusionquery);
773 Cvar_RegisterVariable(&gl_flashblend);
774 Cvar_RegisterVariable(&gl_ext_separatestencil);
775 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776 R_Shadow_EditLights_Init();
777 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778 maxshadowtriangles = 0;
779 shadowelements = NULL;
780 maxshadowvertices = 0;
781 shadowvertex3f = NULL;
789 shadowmarklist = NULL;
794 shadowsideslist = NULL;
795 r_shadow_buffer_numleafpvsbytes = 0;
796 r_shadow_buffer_visitingleafpvs = NULL;
797 r_shadow_buffer_leafpvs = NULL;
798 r_shadow_buffer_leaflist = NULL;
799 r_shadow_buffer_numsurfacepvsbytes = 0;
800 r_shadow_buffer_surfacepvs = NULL;
801 r_shadow_buffer_surfacelist = NULL;
802 r_shadow_buffer_surfacesides = NULL;
803 r_shadow_buffer_shadowtrispvs = NULL;
804 r_shadow_buffer_lighttrispvs = NULL;
805 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
808 matrix4x4_t matrix_attenuationxyz =
811 {0.5, 0.0, 0.0, 0.5},
812 {0.0, 0.5, 0.0, 0.5},
813 {0.0, 0.0, 0.5, 0.5},
818 matrix4x4_t matrix_attenuationz =
821 {0.0, 0.0, 0.5, 0.5},
822 {0.0, 0.0, 0.0, 0.5},
823 {0.0, 0.0, 0.0, 0.5},
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
830 numvertices = ((numvertices + 255) & ~255) * vertscale;
831 numtriangles = ((numtriangles + 255) & ~255) * triscale;
832 // make sure shadowelements is big enough for this volume
833 if (maxshadowtriangles < numtriangles)
835 maxshadowtriangles = numtriangles;
837 Mem_Free(shadowelements);
838 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
840 // make sure shadowvertex3f is big enough for this volume
841 if (maxshadowvertices < numvertices)
843 maxshadowvertices = numvertices;
845 Mem_Free(shadowvertex3f);
846 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
852 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
858 if (r_shadow_buffer_visitingleafpvs)
859 Mem_Free(r_shadow_buffer_visitingleafpvs);
860 if (r_shadow_buffer_leafpvs)
861 Mem_Free(r_shadow_buffer_leafpvs);
862 if (r_shadow_buffer_leaflist)
863 Mem_Free(r_shadow_buffer_leaflist);
864 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
869 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
871 if (r_shadow_buffer_surfacepvs)
872 Mem_Free(r_shadow_buffer_surfacepvs);
873 if (r_shadow_buffer_surfacelist)
874 Mem_Free(r_shadow_buffer_surfacelist);
875 if (r_shadow_buffer_surfacesides)
876 Mem_Free(r_shadow_buffer_surfacesides);
877 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
882 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
884 if (r_shadow_buffer_shadowtrispvs)
885 Mem_Free(r_shadow_buffer_shadowtrispvs);
886 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
889 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
891 if (r_shadow_buffer_lighttrispvs)
892 Mem_Free(r_shadow_buffer_lighttrispvs);
893 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
898 void R_Shadow_PrepareShadowMark(int numtris)
900 // make sure shadowmark is big enough for this volume
901 if (maxshadowmark < numtris)
903 maxshadowmark = numtris;
905 Mem_Free(shadowmark);
907 Mem_Free(shadowmarklist);
908 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
913 // if shadowmarkcount wrapped we clear the array and adjust accordingly
914 if (shadowmarkcount == 0)
917 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
922 void R_Shadow_PrepareShadowSides(int numtris)
924 if (maxshadowsides < numtris)
926 maxshadowsides = numtris;
928 Mem_Free(shadowsides);
930 Mem_Free(shadowsideslist);
931 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
937 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
940 int outtriangles = 0, outvertices = 0;
943 float ratio, direction[3], projectvector[3];
945 if (projectdirection)
946 VectorScale(projectdirection, projectdistance, projectvector);
948 VectorClear(projectvector);
950 // create the vertices
951 if (projectdirection)
953 for (i = 0;i < numshadowmarktris;i++)
955 element = inelement3i + shadowmarktris[i] * 3;
956 for (j = 0;j < 3;j++)
958 if (vertexupdate[element[j]] != vertexupdatenum)
960 vertexupdate[element[j]] = vertexupdatenum;
961 vertexremap[element[j]] = outvertices;
962 vertex = invertex3f + element[j] * 3;
963 // project one copy of the vertex according to projectvector
964 VectorCopy(vertex, outvertex3f);
965 VectorAdd(vertex, projectvector, (outvertex3f + 3));
974 for (i = 0;i < numshadowmarktris;i++)
976 element = inelement3i + shadowmarktris[i] * 3;
977 for (j = 0;j < 3;j++)
979 if (vertexupdate[element[j]] != vertexupdatenum)
981 vertexupdate[element[j]] = vertexupdatenum;
982 vertexremap[element[j]] = outvertices;
983 vertex = invertex3f + element[j] * 3;
984 // project one copy of the vertex to the sphere radius of the light
985 // (FIXME: would projecting it to the light box be better?)
986 VectorSubtract(vertex, projectorigin, direction);
987 ratio = projectdistance / VectorLength(direction);
988 VectorCopy(vertex, outvertex3f);
989 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
997 if (r_shadow_frontsidecasting.integer)
999 for (i = 0;i < numshadowmarktris;i++)
1001 int remappedelement[3];
1003 const int *neighbortriangle;
1005 markindex = shadowmarktris[i] * 3;
1006 element = inelement3i + markindex;
1007 neighbortriangle = inneighbor3i + markindex;
1008 // output the front and back triangles
1009 outelement3i[0] = vertexremap[element[0]];
1010 outelement3i[1] = vertexremap[element[1]];
1011 outelement3i[2] = vertexremap[element[2]];
1012 outelement3i[3] = vertexremap[element[2]] + 1;
1013 outelement3i[4] = vertexremap[element[1]] + 1;
1014 outelement3i[5] = vertexremap[element[0]] + 1;
1018 // output the sides (facing outward from this triangle)
1019 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1021 remappedelement[0] = vertexremap[element[0]];
1022 remappedelement[1] = vertexremap[element[1]];
1023 outelement3i[0] = remappedelement[1];
1024 outelement3i[1] = remappedelement[0];
1025 outelement3i[2] = remappedelement[0] + 1;
1026 outelement3i[3] = remappedelement[1];
1027 outelement3i[4] = remappedelement[0] + 1;
1028 outelement3i[5] = remappedelement[1] + 1;
1033 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1035 remappedelement[1] = vertexremap[element[1]];
1036 remappedelement[2] = vertexremap[element[2]];
1037 outelement3i[0] = remappedelement[2];
1038 outelement3i[1] = remappedelement[1];
1039 outelement3i[2] = remappedelement[1] + 1;
1040 outelement3i[3] = remappedelement[2];
1041 outelement3i[4] = remappedelement[1] + 1;
1042 outelement3i[5] = remappedelement[2] + 1;
1047 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1049 remappedelement[0] = vertexremap[element[0]];
1050 remappedelement[2] = vertexremap[element[2]];
1051 outelement3i[0] = remappedelement[0];
1052 outelement3i[1] = remappedelement[2];
1053 outelement3i[2] = remappedelement[2] + 1;
1054 outelement3i[3] = remappedelement[0];
1055 outelement3i[4] = remappedelement[2] + 1;
1056 outelement3i[5] = remappedelement[0] + 1;
1065 for (i = 0;i < numshadowmarktris;i++)
1067 int remappedelement[3];
1069 const int *neighbortriangle;
1071 markindex = shadowmarktris[i] * 3;
1072 element = inelement3i + markindex;
1073 neighbortriangle = inneighbor3i + markindex;
1074 // output the front and back triangles
1075 outelement3i[0] = vertexremap[element[2]];
1076 outelement3i[1] = vertexremap[element[1]];
1077 outelement3i[2] = vertexremap[element[0]];
1078 outelement3i[3] = vertexremap[element[0]] + 1;
1079 outelement3i[4] = vertexremap[element[1]] + 1;
1080 outelement3i[5] = vertexremap[element[2]] + 1;
1084 // output the sides (facing outward from this triangle)
1085 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1087 remappedelement[0] = vertexremap[element[0]];
1088 remappedelement[1] = vertexremap[element[1]];
1089 outelement3i[0] = remappedelement[0];
1090 outelement3i[1] = remappedelement[1];
1091 outelement3i[2] = remappedelement[1] + 1;
1092 outelement3i[3] = remappedelement[0];
1093 outelement3i[4] = remappedelement[1] + 1;
1094 outelement3i[5] = remappedelement[0] + 1;
1099 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1101 remappedelement[1] = vertexremap[element[1]];
1102 remappedelement[2] = vertexremap[element[2]];
1103 outelement3i[0] = remappedelement[1];
1104 outelement3i[1] = remappedelement[2];
1105 outelement3i[2] = remappedelement[2] + 1;
1106 outelement3i[3] = remappedelement[1];
1107 outelement3i[4] = remappedelement[2] + 1;
1108 outelement3i[5] = remappedelement[1] + 1;
1113 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1115 remappedelement[0] = vertexremap[element[0]];
1116 remappedelement[2] = vertexremap[element[2]];
1117 outelement3i[0] = remappedelement[2];
1118 outelement3i[1] = remappedelement[0];
1119 outelement3i[2] = remappedelement[0] + 1;
1120 outelement3i[3] = remappedelement[2];
1121 outelement3i[4] = remappedelement[0] + 1;
1122 outelement3i[5] = remappedelement[2] + 1;
1130 *outnumvertices = outvertices;
1131 return outtriangles;
1134 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1137 int outtriangles = 0, outvertices = 0;
1139 const float *vertex;
1140 float ratio, direction[3], projectvector[3];
1143 if (projectdirection)
1144 VectorScale(projectdirection, projectdistance, projectvector);
1146 VectorClear(projectvector);
1148 for (i = 0;i < numshadowmarktris;i++)
1150 int remappedelement[3];
1152 const int *neighbortriangle;
1154 markindex = shadowmarktris[i] * 3;
1155 neighbortriangle = inneighbor3i + markindex;
1156 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159 if (side[0] + side[1] + side[2] == 0)
1163 element = inelement3i + markindex;
1165 // create the vertices
1166 for (j = 0;j < 3;j++)
1168 if (side[j] + side[j+1] == 0)
1171 if (vertexupdate[k] != vertexupdatenum)
1173 vertexupdate[k] = vertexupdatenum;
1174 vertexremap[k] = outvertices;
1175 vertex = invertex3f + k * 3;
1176 VectorCopy(vertex, outvertex3f);
1177 if (projectdirection)
1179 // project one copy of the vertex according to projectvector
1180 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1184 // project one copy of the vertex to the sphere radius of the light
1185 // (FIXME: would projecting it to the light box be better?)
1186 VectorSubtract(vertex, projectorigin, direction);
1187 ratio = projectdistance / VectorLength(direction);
1188 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1195 // output the sides (facing outward from this triangle)
1198 remappedelement[0] = vertexremap[element[0]];
1199 remappedelement[1] = vertexremap[element[1]];
1200 outelement3i[0] = remappedelement[1];
1201 outelement3i[1] = remappedelement[0];
1202 outelement3i[2] = remappedelement[0] + 1;
1203 outelement3i[3] = remappedelement[1];
1204 outelement3i[4] = remappedelement[0] + 1;
1205 outelement3i[5] = remappedelement[1] + 1;
1212 remappedelement[1] = vertexremap[element[1]];
1213 remappedelement[2] = vertexremap[element[2]];
1214 outelement3i[0] = remappedelement[2];
1215 outelement3i[1] = remappedelement[1];
1216 outelement3i[2] = remappedelement[1] + 1;
1217 outelement3i[3] = remappedelement[2];
1218 outelement3i[4] = remappedelement[1] + 1;
1219 outelement3i[5] = remappedelement[2] + 1;
1226 remappedelement[0] = vertexremap[element[0]];
1227 remappedelement[2] = vertexremap[element[2]];
1228 outelement3i[0] = remappedelement[0];
1229 outelement3i[1] = remappedelement[2];
1230 outelement3i[2] = remappedelement[2] + 1;
1231 outelement3i[3] = remappedelement[0];
1232 outelement3i[4] = remappedelement[2] + 1;
1233 outelement3i[5] = remappedelement[0] + 1;
1240 *outnumvertices = outvertices;
1241 return outtriangles;
1244 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1250 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1252 tend = firsttriangle + numtris;
1253 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1255 // surface box entirely inside light box, no box cull
1256 if (projectdirection)
1258 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262 shadowmarklist[numshadowmark++] = t;
1267 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269 shadowmarklist[numshadowmark++] = t;
1274 // surface box not entirely inside light box, cull each triangle
1275 if (projectdirection)
1277 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1279 v[0] = invertex3f + e[0] * 3;
1280 v[1] = invertex3f + e[1] * 3;
1281 v[2] = invertex3f + e[2] * 3;
1282 TriangleNormal(v[0], v[1], v[2], normal);
1283 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285 shadowmarklist[numshadowmark++] = t;
1290 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1292 v[0] = invertex3f + e[0] * 3;
1293 v[1] = invertex3f + e[1] * 3;
1294 v[2] = invertex3f + e[2] * 3;
1295 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297 shadowmarklist[numshadowmark++] = t;
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1308 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1310 // check if the shadow volume intersects the near plane
1312 // a ray between the eye and light origin may intersect the caster,
1313 // indicating that the shadow may touch the eye location, however we must
1314 // test the near plane (a polygon), not merely the eye location, so it is
1315 // easiest to enlarge the caster bounding shape slightly for this.
1321 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1323 int i, tris, outverts;
1324 if (projectdistance < 0.1)
1326 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1329 if (!numverts || !nummarktris)
1331 // make sure shadowelements is big enough for this volume
1332 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1335 if (maxvertexupdate < numverts)
1337 maxvertexupdate = numverts;
1339 Mem_Free(vertexupdate);
1341 Mem_Free(vertexremap);
1342 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344 vertexupdatenum = 0;
1347 if (vertexupdatenum == 0)
1349 vertexupdatenum = 1;
1350 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1354 for (i = 0;i < nummarktris;i++)
1355 shadowmark[marktris[i]] = shadowmarkcount;
1357 if (r_shadow_compilingrtlight)
1359 // if we're compiling an rtlight, capture the mesh
1360 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1365 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1367 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1373 // decide which type of shadow to generate and set stencil mode
1374 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375 // generate the sides or a solid volume, depending on type
1376 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1379 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381 r_refdef.stats.lights_shadowtriangles += tris;
1382 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1384 // increment stencil if frontface is infront of depthbuffer
1385 GL_CullFace(r_refdef.view.cullface_front);
1386 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388 // decrement stencil if backface is infront of depthbuffer
1389 GL_CullFace(r_refdef.view.cullface_back);
1390 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1392 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1394 // decrement stencil if backface is behind depthbuffer
1395 GL_CullFace(r_refdef.view.cullface_front);
1396 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398 // increment stencil if frontface is behind depthbuffer
1399 GL_CullFace(r_refdef.view.cullface_back);
1400 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1402 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1409 // p1, p2, p3 are in the cubemap's local coordinate system
1410 // bias = border/(size - border)
1413 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1418 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1423 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1425 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1427 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1432 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1434 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1437 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1441 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1446 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1451 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1460 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1464 VectorSubtract(maxs, mins, radius);
1465 VectorScale(radius, 0.5f, radius);
1466 VectorAdd(mins, radius, center);
1467 Matrix4x4_Transform(worldtolight, center, lightcenter);
1468 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469 VectorSubtract(lightcenter, lightradius, pmin);
1470 VectorAdd(lightcenter, lightradius, pmax);
1472 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474 if(ap1 > bias*an1 && ap2 > bias*an2)
1476 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478 if(an1 > bias*ap1 && an2 > bias*ap2)
1480 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1483 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485 if(ap1 > bias*an1 && ap2 > bias*an2)
1487 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489 if(an1 > bias*ap1 && an2 > bias*ap2)
1491 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1494 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496 if(ap1 > bias*an1 && ap2 > bias*an2)
1498 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500 if(an1 > bias*ap1 && an2 > bias*ap2)
1502 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1512 // p is in the cubemap's local coordinate system
1513 // bias = border/(size - border)
1514 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1518 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1531 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532 float scale = (size - 2*border)/size, len;
1533 float bias = border / (float)(size - border), dp, dn, ap, an;
1534 // check if cone enclosing side would cross frustum plane
1535 scale = 2 / (scale*scale + 2);
1536 for (i = 0;i < 5;i++)
1538 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1540 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541 len = scale*VectorLength2(n);
1542 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1546 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1548 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549 len = scale*VectorLength(n);
1550 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1554 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555 // check if frustum corners/origin cross plane sides
1557 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568 for (i = 0;i < 4;i++)
1570 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571 VectorSubtract(n, p, n);
1572 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1583 // finite version, assumes corners are a finite distance from origin dependent on far plane
1584 for (i = 0;i < 5;i++)
1586 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1598 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1601 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1609 int mask, surfacemask = 0;
1610 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1612 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613 tend = firsttriangle + numtris;
1614 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1616 // surface box entirely inside light box, no box cull
1617 if (projectdirection)
1619 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1621 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622 TriangleNormal(v[0], v[1], v[2], normal);
1623 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1625 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627 surfacemask |= mask;
1630 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1631 shadowsides[numshadowsides] = mask;
1632 shadowsideslist[numshadowsides++] = t;
1639 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1641 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1642 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1644 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646 surfacemask |= mask;
1649 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1650 shadowsides[numshadowsides] = mask;
1651 shadowsideslist[numshadowsides++] = t;
1659 // surface box not entirely inside light box, cull each triangle
1660 if (projectdirection)
1662 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1664 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1665 TriangleNormal(v[0], v[1], v[2], normal);
1666 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1669 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671 surfacemask |= mask;
1674 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1675 shadowsides[numshadowsides] = mask;
1676 shadowsideslist[numshadowsides++] = t;
1683 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1685 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1689 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691 surfacemask |= mask;
1694 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1695 shadowsides[numshadowsides] = mask;
1696 shadowsideslist[numshadowsides++] = t;
1705 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1707 int i, j, outtriangles = 0;
1708 int *outelement3i[6];
1709 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1711 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712 // make sure shadowelements is big enough for this mesh
1713 if (maxshadowtriangles < outtriangles)
1714 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1716 // compute the offset and size of the separate index lists for each cubemap side
1718 for (i = 0;i < 6;i++)
1720 outelement3i[i] = shadowelements + outtriangles * 3;
1721 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723 outtriangles += sidetotals[i];
1726 // gather up the (sparse) triangles into separate index lists for each cubemap side
1727 for (i = 0;i < numsidetris;i++)
1729 const int *element = elements + sidetris[i] * 3;
1730 for (j = 0;j < 6;j++)
1732 if (sides[i] & (1 << j))
1734 outelement3i[j][0] = element[0];
1735 outelement3i[j][1] = element[1];
1736 outelement3i[j][2] = element[2];
1737 outelement3i[j] += 3;
1742 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1749 unsigned char pixels[32][32][4];
1750 for (y = 0;y < 32;y++)
1752 dy = (y - 15.5f) * (1.0f / 16.0f);
1753 for (x = 0;x < 32;x++)
1755 dx = (x - 15.5f) * (1.0f / 16.0f);
1756 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757 a = bound(0, a, 255);
1758 pixels[y][x][0] = a;
1759 pixels[y][x][1] = a;
1760 pixels[y][x][2] = a;
1761 pixels[y][x][3] = 255;
1764 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1769 float dist = sqrt(x*x+y*y+z*z);
1770 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1775 static void R_Shadow_MakeTextures(void)
1778 float intensity, dist;
1780 R_Shadow_FreeShadowMaps();
1781 R_FreeTexturePool(&r_shadow_texturepool);
1782 r_shadow_texturepool = R_AllocTexturePool();
1783 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787 for (x = 0;x <= ATTENTABLESIZE;x++)
1789 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791 r_shadow_attentable[x] = bound(0, intensity, 1);
1793 // 1D gradient texture
1794 for (x = 0;x < ATTEN1DSIZE;x++)
1795 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797 // 2D circle texture
1798 for (y = 0;y < ATTEN2DSIZE;y++)
1799 for (x = 0;x < ATTEN2DSIZE;x++)
1800 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1801 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802 // 3D sphere texture
1803 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1805 for (z = 0;z < ATTEN3DSIZE;z++)
1806 for (y = 0;y < ATTEN3DSIZE;y++)
1807 for (x = 0;x < ATTEN3DSIZE;x++)
1808 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1809 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1812 r_shadow_attenuation3dtexture = NULL;
1815 R_Shadow_MakeTextures_MakeCorona();
1817 // Editor light sprites
1818 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1835 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1853 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1871 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1889 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1907 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1925 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1928 void R_Shadow_ValidateCvars(void)
1930 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1938 void R_Shadow_RenderMode_Begin(void)
1944 R_Shadow_ValidateCvars();
1946 if (!r_shadow_attenuation2dtexture
1947 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950 R_Shadow_MakeTextures();
1953 R_Mesh_ResetTextureState();
1954 GL_BlendFunc(GL_ONE, GL_ZERO);
1955 GL_DepthRange(0, 1);
1956 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1958 GL_DepthMask(false);
1959 GL_Color(0, 0, 0, 1);
1960 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1962 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1964 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1966 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1969 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1971 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1976 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1980 switch(vid.renderpath)
1982 case RENDERPATH_GL20:
1983 case RENDERPATH_D3D9:
1984 case RENDERPATH_D3D10:
1985 case RENDERPATH_D3D11:
1986 case RENDERPATH_SOFT:
1987 case RENDERPATH_GLES2:
1988 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1990 case RENDERPATH_GL11:
1991 case RENDERPATH_GL13:
1992 case RENDERPATH_GLES1:
1993 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2000 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2006 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008 r_shadow_drawbuffer = drawbuffer;
2009 r_shadow_readbuffer = readbuffer;
2011 r_shadow_cullface_front = r_refdef.view.cullface_front;
2012 r_shadow_cullface_back = r_refdef.view.cullface_back;
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2017 rsurface.rtlight = rtlight;
2020 void R_Shadow_RenderMode_Reset(void)
2022 R_Mesh_SetMainRenderTargets();
2023 R_SetViewport(&r_refdef.view.viewport);
2024 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2025 R_Mesh_ResetTextureState();
2026 GL_DepthRange(0, 1);
2028 GL_DepthMask(false);
2029 GL_DepthFunc(GL_LEQUAL);
2030 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031 r_refdef.view.cullface_front = r_shadow_cullface_front;
2032 r_refdef.view.cullface_back = r_shadow_cullface_back;
2033 GL_CullFace(r_refdef.view.cullface_back);
2034 GL_Color(1, 1, 1, 1);
2035 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036 GL_BlendFunc(GL_ONE, GL_ZERO);
2037 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
2038 r_shadow_usingshadowmap2d = false;
2039 r_shadow_usingshadowmaportho = false;
2040 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2043 void R_Shadow_ClearStencil(void)
2045 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046 r_refdef.stats.lights_clears++;
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2051 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052 if (r_shadow_rendermode == mode)
2054 R_Shadow_RenderMode_Reset();
2055 GL_DepthFunc(GL_LESS);
2056 GL_ColorMask(0, 0, 0, 0);
2057 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058 GL_CullFace(GL_NONE);
2059 R_SetupShader_DepthOrShadow(false);
2060 r_shadow_rendermode = mode;
2065 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2069 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2076 static void R_Shadow_MakeVSDCT(void)
2078 // maps to a 2x3 texture rectangle with normalized coordinates
2083 // stores abs(dir.xy), offset.xy/2.5
2084 unsigned char data[4*6] =
2086 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2098 switch (r_shadow_shadowmode)
2100 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101 if (r_shadow_shadowmap2dtexture) return;
2102 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2103 r_shadow_shadowmap2dcolortexture = NULL;
2104 switch(vid.renderpath)
2107 case RENDERPATH_D3D9:
2108 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2109 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2113 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2121 // render depth into the fbo, do not render color at all
2122 // validate the fbo now
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2138 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2140 float nearclip, farclip, bias;
2141 r_viewport_t viewport;
2144 float clearcolor[4];
2145 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2147 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2148 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2149 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2150 r_shadow_shadowmapside = side;
2151 r_shadow_shadowmapsize = size;
2153 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2154 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2155 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2156 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2158 // complex unrolled cube approach (more flexible)
2159 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2160 R_Shadow_MakeVSDCT();
2161 if (!r_shadow_shadowmap2dtexture)
2162 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2163 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2164 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2165 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2166 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2168 R_Mesh_ResetTextureState();
2169 R_Shadow_RenderMode_Reset();
2170 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2171 R_SetupShader_DepthOrShadow(true);
2172 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2177 R_SetViewport(&viewport);
2178 flipped = (side & 1) ^ (side >> 2);
2179 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2180 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2181 switch(vid.renderpath)
2183 case RENDERPATH_GL11:
2184 case RENDERPATH_GL13:
2185 case RENDERPATH_GL20:
2186 case RENDERPATH_SOFT:
2187 case RENDERPATH_GLES1:
2188 case RENDERPATH_GLES2:
2189 GL_CullFace(r_refdef.view.cullface_back);
2190 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2191 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2193 // get tightest scissor rectangle that encloses all viewports in the clear mask
2194 int x1 = clear & 0x15 ? 0 : size;
2195 int x2 = clear & 0x2A ? 2 * size : size;
2196 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2201 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2203 case RENDERPATH_D3D9:
2204 case RENDERPATH_D3D10:
2205 case RENDERPATH_D3D11:
2206 Vector4Set(clearcolor, 1,1,1,1);
2207 // completely different meaning than in OpenGL path
2208 r_shadow_shadowmap_parameters[1] = 0;
2209 r_shadow_shadowmap_parameters[3] = -bias;
2210 // we invert the cull mode because we flip the projection matrix
2211 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2212 GL_CullFace(r_refdef.view.cullface_front);
2213 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2214 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2215 if (r_shadow_shadowmapsampler)
2217 GL_ColorMask(0,0,0,0);
2219 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2223 GL_ColorMask(1,1,1,1);
2225 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2231 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2233 R_Mesh_ResetTextureState();
2234 R_Mesh_SetMainRenderTargets();
2237 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2238 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2239 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2240 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2242 R_Shadow_RenderMode_Reset();
2243 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2245 GL_DepthFunc(GL_EQUAL);
2246 // do global setup needed for the chosen lighting mode
2247 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2249 r_shadow_usingshadowmap2d = shadowmapping;
2250 r_shadow_rendermode = r_shadow_lightingrendermode;
2251 // only draw light where this geometry was already rendered AND the
2252 // stencil is 128 (values other than this mean shadow)
2254 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2259 static const unsigned short bboxelements[36] =
2269 static const float bboxpoints[8][3] =
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2284 float vertex3f[8*3];
2285 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286 // do global setup needed for the chosen lighting mode
2287 R_Shadow_RenderMode_Reset();
2288 r_shadow_rendermode = r_shadow_lightingrendermode;
2289 R_EntityMatrix(&identitymatrix);
2290 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2291 // only draw light where this geometry was already rendered AND the
2292 // stencil is 128 (values other than this mean shadow)
2293 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2294 if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2295 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2297 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2299 r_shadow_usingshadowmap2d = shadowmapping;
2301 // render the lighting
2302 R_SetupShader_DeferredLight(rsurface.rtlight);
2303 for (i = 0;i < 8;i++)
2304 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2305 GL_ColorMask(1,1,1,1);
2306 GL_DepthMask(false);
2307 GL_DepthRange(0, 1);
2308 GL_PolygonOffset(0, 0);
2310 GL_DepthFunc(GL_GREATER);
2311 GL_CullFace(r_refdef.view.cullface_back);
2312 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2313 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2316 static void R_Shadow_UpdateBounceGridTexture(void)
2318 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2320 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2322 int hitsupercontentsmask;
2331 //trace_t cliptrace2;
2332 //trace_t cliptrace3;
2333 unsigned char *pixel;
2334 unsigned char *pixels;
2337 unsigned int lightindex;
2339 unsigned int range1;
2340 unsigned int range2;
2341 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2343 vec3_t baseshotcolor;
2358 vec_t lightintensity;
2359 vec_t photonscaling;
2360 vec_t photonresidual;
2362 float texlerp[2][3];
2363 float splatcolor[32];
2364 float pixelweight[8];
2376 r_shadow_bouncegrid_settings_t settings;
2377 qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2378 qboolean allowdirectionalshading = false;
2379 switch(vid.renderpath)
2381 case RENDERPATH_GL20:
2382 allowdirectionalshading = true;
2383 if (!vid.support.ext_texture_3d)
2386 case RENDERPATH_GLES2:
2387 // for performance reasons, do not use directional shading on GLES devices
2388 if (!vid.support.ext_texture_3d)
2391 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2392 case RENDERPATH_GL11:
2393 case RENDERPATH_GL13:
2394 case RENDERPATH_GLES1:
2395 case RENDERPATH_SOFT:
2396 case RENDERPATH_D3D9:
2397 case RENDERPATH_D3D10:
2398 case RENDERPATH_D3D11:
2402 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2404 // see if there are really any lights to render...
2405 if (enable && r_shadow_bouncegrid_static.integer)
2408 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409 for (lightindex = 0;lightindex < range;lightindex++)
2411 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2412 if (!light || !(light->flags & flag))
2414 rtlight = &light->rtlight;
2415 // when static, we skip styled lights because they tend to change...
2416 if (rtlight->style > 0)
2418 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2419 if (!VectorLength2(lightcolor))
2428 if (r_shadow_bouncegridtexture)
2430 R_FreeTexture(r_shadow_bouncegridtexture);
2431 r_shadow_bouncegridtexture = NULL;
2433 if (r_shadow_bouncegridpixels)
2434 Mem_Free(r_shadow_bouncegridpixels);
2435 r_shadow_bouncegridpixels = NULL;
2436 if (r_shadow_bouncegridhighpixels)
2437 Mem_Free(r_shadow_bouncegridhighpixels);
2438 r_shadow_bouncegridhighpixels = NULL;
2439 r_shadow_bouncegridnumpixels = 0;
2440 r_shadow_bouncegriddirectional = false;
2444 // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2445 memset(&settings, 0, sizeof(settings));
2446 settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
2447 settings.airstepmax = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2448 settings.airstepsize = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2449 settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2450 settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2451 settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2452 settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
2453 settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2454 settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value;
2455 settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer;
2456 settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
2457 settings.particleintensity = r_shadow_bouncegrid_particleintensity.value;
2458 settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459 settings.spacing[0] = r_shadow_bouncegrid_spacingx.value;
2460 settings.spacing[1] = r_shadow_bouncegrid_spacingy.value;
2461 settings.spacing[2] = r_shadow_bouncegrid_spacingz.value;
2462 settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
2464 // bound the values for sanity
2465 settings.photons = bound(1, settings.photons, 1048576);
2466 settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467 settings.maxbounce = bound(0, settings.maxbounce, 16);
2468 settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469 settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470 settings.spacing[2] = bound(1, settings.spacing[2], 512);
2472 // get the spacing values
2473 spacing[0] = settings.spacing[0];
2474 spacing[1] = settings.spacing[1];
2475 spacing[2] = settings.spacing[2];
2476 ispacing[0] = 1.0f / spacing[0];
2477 ispacing[1] = 1.0f / spacing[1];
2478 ispacing[2] = 1.0f / spacing[2];
2480 // calculate texture size enclosing entire world bounds at the spacing
2481 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483 VectorSubtract(maxs, mins, size);
2484 // now we can calculate the resolution we want
2485 c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486 c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487 c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488 // figure out the exact texture size (honoring power of 2 if required)
2489 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492 if (vid.support.arb_texture_non_power_of_two)
2494 resolution[0] = c[0];
2495 resolution[1] = c[1];
2496 resolution[2] = c[2];
2500 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2504 size[0] = spacing[0] * resolution[0];
2505 size[1] = spacing[1] * resolution[1];
2506 size[2] = spacing[2] * resolution[2];
2508 // if dynamic we may or may not want to use the world bounds
2509 // if the dynamic size is smaller than the world bounds, use it instead
2510 if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2512 // we know the resolution we want
2513 c[0] = r_shadow_bouncegrid_x.integer;
2514 c[1] = r_shadow_bouncegrid_y.integer;
2515 c[2] = r_shadow_bouncegrid_z.integer;
2516 // now we can calculate the texture size (power of 2 if required)
2517 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520 if (vid.support.arb_texture_non_power_of_two)
2522 resolution[0] = c[0];
2523 resolution[1] = c[1];
2524 resolution[2] = c[2];
2528 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2532 size[0] = spacing[0] * resolution[0];
2533 size[1] = spacing[1] * resolution[1];
2534 size[2] = spacing[2] * resolution[2];
2535 // center the rendering on the view
2536 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2541 // recalculate the maxs in case the resolution was not satisfactory
2542 VectorAdd(mins, size, maxs);
2544 // if all the settings seem identical to the previous update, return
2545 if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2548 // store the new settings
2549 r_shadow_bouncegridsettings = settings;
2551 pixelbands = settings.directionalshading ? 8 : 1;
2552 pixelsperband = resolution[0]*resolution[1]*resolution[2];
2553 numpixels = pixelsperband*pixelbands;
2555 // we're going to update the bouncegrid, update the matrix...
2556 memset(m, 0, sizeof(m));
2557 m[0] = 1.0f / size[0];
2558 m[3] = -mins[0] * m[0];
2559 m[5] = 1.0f / size[1];
2560 m[7] = -mins[1] * m[5];
2561 m[10] = 1.0f / size[2];
2562 m[11] = -mins[2] * m[10];
2564 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2565 // reallocate pixels for this update if needed...
2566 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2568 if (r_shadow_bouncegridtexture)
2570 R_FreeTexture(r_shadow_bouncegridtexture);
2571 r_shadow_bouncegridtexture = NULL;
2573 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2574 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2576 r_shadow_bouncegridnumpixels = numpixels;
2577 pixels = r_shadow_bouncegridpixels;
2578 highpixels = r_shadow_bouncegridhighpixels;
2579 x = pixelsperband*4;
2580 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2583 memset(pixels + pixelband * x, 128, x);
2585 memset(pixels + pixelband * x, 0, x);
2587 memset(highpixels, 0, numpixels * sizeof(float[4]));
2588 // figure out what we want to interact with
2589 if (settings.hitmodels)
2590 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2592 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2593 maxbounce = settings.maxbounce;
2594 // clear variables that produce warnings otherwise
2595 memset(splatcolor, 0, sizeof(splatcolor));
2596 // iterate world rtlights
2597 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2598 range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2599 range2 = range + range1;
2601 for (lightindex = 0;lightindex < range2;lightindex++)
2603 if (settings.staticmode)
2605 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2606 if (!light || !(light->flags & flag))
2608 rtlight = &light->rtlight;
2609 // when static, we skip styled lights because they tend to change...
2610 if (rtlight->style > 0)
2612 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2616 if (lightindex < range)
2618 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619 rtlight = &light->rtlight;
2622 rtlight = r_refdef.scene.lights[lightindex - range];
2623 // draw only visible lights (major speedup)
2626 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2628 if (!VectorLength2(lightcolor))
2630 // shoot particles from this light
2631 // use a calculation for the number of particles that will not
2632 // vary with lightstyle, otherwise we get randomized particle
2633 // distribution, the seeded random is only consistent for a
2634 // consistent number of particles on this light...
2635 radius = rtlight->radius * settings.lightradiusscale;
2636 s = rtlight->radius;
2637 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638 if (lightindex >= range)
2639 lightintensity *= settings.dlightparticlemultiplier;
2640 photoncount += max(0.0f, lightintensity * s * s);
2642 photonscaling = (float)settings.photons / max(1, photoncount);
2643 photonresidual = 0.0f;
2644 for (lightindex = 0;lightindex < range2;lightindex++)
2646 if (settings.staticmode)
2648 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2649 if (!light || !(light->flags & flag))
2651 rtlight = &light->rtlight;
2652 // when static, we skip styled lights because they tend to change...
2653 if (rtlight->style > 0)
2655 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2659 if (lightindex < range)
2661 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2662 rtlight = &light->rtlight;
2665 rtlight = r_refdef.scene.lights[lightindex - range];
2666 // draw only visible lights (major speedup)
2669 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2671 if (!VectorLength2(lightcolor))
2673 // shoot particles from this light
2674 // use a calculation for the number of particles that will not
2675 // vary with lightstyle, otherwise we get randomized particle
2676 // distribution, the seeded random is only consistent for a
2677 // consistent number of particles on this light...
2678 radius = rtlight->radius * settings.lightradiusscale;
2679 s = rtlight->radius;
2680 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2681 if (lightindex >= range)
2682 lightintensity *= settings.dlightparticlemultiplier;
2683 photonresidual += lightintensity * s * s * photonscaling;
2684 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2685 if (!shootparticles)
2687 photonresidual -= shootparticles;
2688 s = settings.particleintensity / shootparticles;
2689 VectorScale(lightcolor, s, baseshotcolor);
2690 if (VectorLength2(baseshotcolor) == 0.0f)
2692 r_refdef.stats.bouncegrid_lights++;
2693 r_refdef.stats.bouncegrid_particles += shootparticles;
2694 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2696 if (settings.stablerandom > 0)
2697 seed = lightindex * 11937 + shotparticles;
2698 VectorCopy(baseshotcolor, shotcolor);
2699 VectorCopy(rtlight->shadoworigin, clipstart);
2700 if (settings.stablerandom < 0)
2701 VectorRandom(clipend);
2703 VectorCheeseRandom(clipend);
2704 VectorMA(clipstart, radius, clipend, clipend);
2705 for (bouncecount = 0;;bouncecount++)
2707 r_refdef.stats.bouncegrid_traces++;
2708 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2709 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2710 if (settings.staticmode)
2711 Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2713 cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2714 if (bouncecount > 0 || settings.includedirectlighting)
2716 // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717 // accumulate average shotcolor
2718 w = VectorLength(shotcolor);
2719 splatcolor[ 0] = shotcolor[0];
2720 splatcolor[ 1] = shotcolor[1];
2721 splatcolor[ 2] = shotcolor[2];
2722 splatcolor[ 3] = 0.0f;
2725 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2726 VectorNormalize(clipdiff);
2727 // store bentnormal in case the shader has a use for it
2728 splatcolor[ 4] = clipdiff[0] * w;
2729 splatcolor[ 5] = clipdiff[1] * w;
2730 splatcolor[ 6] = clipdiff[2] * w;
2732 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2733 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2734 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2735 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2736 splatcolor[11] = 0.0f;
2737 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2738 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2739 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2740 splatcolor[15] = 0.0f;
2741 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2742 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2743 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2744 splatcolor[19] = 0.0f;
2745 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2746 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2747 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2748 splatcolor[23] = 0.0f;
2749 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2750 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2751 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2752 splatcolor[27] = 0.0f;
2753 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2754 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2755 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2756 splatcolor[31] = 0.0f;
2758 // calculate the number of steps we need to traverse this distance
2759 VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2760 numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2761 numsteps = bound(1, numsteps, settings.airstepmax);
2762 w = 1.0f / numsteps;
2763 VectorScale(stepdelta, w, stepdelta);
2764 VectorMA(clipstart, 0.5f, stepdelta, steppos);
2765 if (settings.airstepmax == 1)
2766 VectorCopy(cliptrace.endpos, steppos);
2767 for (step = 0;step < numsteps;step++)
2769 r_refdef.stats.bouncegrid_splats++;
2770 // figure out which texture pixel this is in
2771 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2772 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2773 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2774 tex[0] = (int)floor(texlerp[1][0]);
2775 tex[1] = (int)floor(texlerp[1][1]);
2776 tex[2] = (int)floor(texlerp[1][2]);
2777 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2779 // it is within bounds... do the real work now
2780 // calculate the lerp factors
2781 texlerp[1][0] -= tex[0];
2782 texlerp[1][1] -= tex[1];
2783 texlerp[1][2] -= tex[2];
2784 texlerp[0][0] = 1.0f - texlerp[1][0];
2785 texlerp[0][1] = 1.0f - texlerp[1][1];
2786 texlerp[0][2] = 1.0f - texlerp[1][2];
2787 // calculate individual pixel indexes and weights
2788 pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2789 pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2790 pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2791 pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2792 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2793 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2794 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2795 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2796 // update the 8 pixels...
2797 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2799 for (corner = 0;corner < 8;corner++)
2801 // calculate address for pixel
2802 w = pixelweight[corner];
2803 pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804 highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805 // add to the high precision pixel color
2806 highpixel[0] += (splatcolor[pixelband*4+0]*w);
2807 highpixel[1] += (splatcolor[pixelband*4+1]*w);
2808 highpixel[2] += (splatcolor[pixelband*4+2]*w);
2809 highpixel[3] += (splatcolor[pixelband*4+3]*w);
2810 // flag the low precision pixel as needing to be updated
2812 // advance to next band of coefficients
2813 //pixel += pixelsperband*4;
2814 //highpixel += pixelsperband*4;
2818 VectorAdd(steppos, stepdelta, steppos);
2821 if (cliptrace.fraction >= 1.0f)
2823 r_refdef.stats.bouncegrid_hits++;
2824 if (bouncecount >= maxbounce)
2826 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2827 // also clamp the resulting color to never add energy, even if the user requests extreme values
2828 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2829 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2831 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2832 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2833 surfcolor[0] = min(surfcolor[0], 1.0f);
2834 surfcolor[1] = min(surfcolor[1], 1.0f);
2835 surfcolor[2] = min(surfcolor[2], 1.0f);
2836 VectorMultiply(shotcolor, surfcolor, shotcolor);
2837 if (VectorLength2(baseshotcolor) == 0.0f)
2839 r_refdef.stats.bouncegrid_bounces++;
2840 if (settings.bounceanglediffuse)
2842 // random direction, primarily along plane normal
2843 s = VectorDistance(cliptrace.endpos, clipend);
2844 if (settings.stablerandom < 0)
2845 VectorRandom(clipend);
2847 VectorCheeseRandom(clipend);
2848 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2849 VectorNormalize(clipend);
2850 VectorScale(clipend, s, clipend);
2854 // reflect the remaining portion of the line across plane normal
2855 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2856 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2858 // calculate the new line start and end
2859 VectorCopy(cliptrace.endpos, clipstart);
2860 VectorAdd(clipstart, clipend, clipend);
2864 // generate pixels array from highpixels array
2865 // skip first and last columns, rows, and layers as these are blank
2866 // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2867 for (pixelband = 0;pixelband < pixelbands;pixelband++)
2869 for (z = 1;z < resolution[2]-1;z++)
2871 for (y = 1;y < resolution[1]-1;y++)
2873 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2875 // only convert pixels that were hit by photons
2876 if (pixel[3] == 255)
2878 // normalize the bentnormal...
2881 VectorNormalize(highpixel);
2882 c[0] = (int)(highpixel[0]*128.0f+128.0f);
2883 c[1] = (int)(highpixel[1]*128.0f+128.0f);
2884 c[2] = (int)(highpixel[2]*128.0f+128.0f);
2885 c[3] = (int)(highpixel[3]*128.0f+128.0f);
2889 c[0] = (int)(highpixel[0]*256.0f);
2890 c[1] = (int)(highpixel[1]*256.0f);
2891 c[2] = (int)(highpixel[2]*256.0f);
2892 c[3] = (int)(highpixel[3]*256.0f);
2894 pixel[2] = (unsigned char)bound(0, c[0], 255);
2895 pixel[1] = (unsigned char)bound(0, c[1], 255);
2896 pixel[0] = (unsigned char)bound(0, c[2], 255);
2897 pixel[3] = (unsigned char)bound(0, c[3], 255);
2903 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2904 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2907 VectorCopy(resolution, r_shadow_bouncegridresolution);
2908 r_shadow_bouncegriddirectional = settings.directionalshading;
2909 if (r_shadow_bouncegridtexture)
2910 R_FreeTexture(r_shadow_bouncegridtexture);
2911 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2913 r_shadow_bouncegridtime = realtime;
2916 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2918 R_Shadow_RenderMode_Reset();
2919 GL_BlendFunc(GL_ONE, GL_ONE);
2920 GL_DepthRange(0, 1);
2921 GL_DepthTest(r_showshadowvolumes.integer < 2);
2922 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2923 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2924 GL_CullFace(GL_NONE);
2925 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2928 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2930 R_Shadow_RenderMode_Reset();
2931 GL_BlendFunc(GL_ONE, GL_ONE);
2932 GL_DepthRange(0, 1);
2933 GL_DepthTest(r_showlighting.integer < 2);
2934 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2936 GL_DepthFunc(GL_EQUAL);
2937 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2938 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2941 void R_Shadow_RenderMode_End(void)
2943 R_Shadow_RenderMode_Reset();
2944 R_Shadow_RenderMode_ActiveLight(NULL);
2946 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2947 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2950 int bboxedges[12][2] =
2969 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2971 if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2973 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2974 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2975 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2976 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2979 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2980 return true; // invisible
2981 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2982 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2983 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2984 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2985 r_refdef.stats.lights_scissored++;
2989 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2992 const float *vertex3f;
2993 const float *normal3f;
2995 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2996 switch (r_shadow_rendermode)
2998 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2999 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3000 if (VectorLength2(diffusecolor) > 0)
3002 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3004 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3005 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3006 if ((dot = DotProduct(n, v)) < 0)
3008 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3009 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3012 VectorCopy(ambientcolor, color4f);
3013 if (r_refdef.fogenabled)
3016 f = RSurf_FogVertex(vertex3f);
3017 VectorScale(color4f, f, color4f);
3024 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3026 VectorCopy(ambientcolor, color4f);
3027 if (r_refdef.fogenabled)
3030 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3031 f = RSurf_FogVertex(vertex3f);
3032 VectorScale(color4f + 4*i, f, color4f);
3038 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3039 if (VectorLength2(diffusecolor) > 0)
3041 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3043 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3044 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3046 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3047 if ((dot = DotProduct(n, v)) < 0)
3049 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3050 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3051 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3052 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3056 color4f[0] = ambientcolor[0] * distintensity;
3057 color4f[1] = ambientcolor[1] * distintensity;
3058 color4f[2] = ambientcolor[2] * distintensity;
3060 if (r_refdef.fogenabled)
3063 f = RSurf_FogVertex(vertex3f);
3064 VectorScale(color4f, f, color4f);
3068 VectorClear(color4f);
3074 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3076 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3077 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3079 color4f[0] = ambientcolor[0] * distintensity;
3080 color4f[1] = ambientcolor[1] * distintensity;
3081 color4f[2] = ambientcolor[2] * distintensity;
3082 if (r_refdef.fogenabled)
3085 f = RSurf_FogVertex(vertex3f);
3086 VectorScale(color4f, f, color4f);
3090 VectorClear(color4f);
3095 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3096 if (VectorLength2(diffusecolor) > 0)
3098 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3100 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3101 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3103 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3104 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3105 if ((dot = DotProduct(n, v)) < 0)
3107 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3108 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3109 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3110 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3114 color4f[0] = ambientcolor[0] * distintensity;
3115 color4f[1] = ambientcolor[1] * distintensity;
3116 color4f[2] = ambientcolor[2] * distintensity;
3118 if (r_refdef.fogenabled)
3121 f = RSurf_FogVertex(vertex3f);
3122 VectorScale(color4f, f, color4f);
3126 VectorClear(color4f);
3132 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3134 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3135 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3137 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3138 color4f[0] = ambientcolor[0] * distintensity;
3139 color4f[1] = ambientcolor[1] * distintensity;
3140 color4f[2] = ambientcolor[2] * distintensity;
3141 if (r_refdef.fogenabled)
3144 f = RSurf_FogVertex(vertex3f);
3145 VectorScale(color4f, f, color4f);
3149 VectorClear(color4f);
3159 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3161 // used to display how many times a surface is lit for level design purposes
3162 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3163 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3167 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3169 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3170 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3174 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3181 int newnumtriangles;
3185 int maxtriangles = 4096;
3186 static int newelements[4096*3];
3187 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3188 for (renders = 0;renders < 4;renders++)
3193 newnumtriangles = 0;
3195 // due to low fillrate on the cards this vertex lighting path is
3196 // designed for, we manually cull all triangles that do not
3197 // contain a lit vertex
3198 // this builds batches of triangles from multiple surfaces and
3199 // renders them at once
3200 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3202 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3204 if (newnumtriangles)
3206 newfirstvertex = min(newfirstvertex, e[0]);
3207 newlastvertex = max(newlastvertex, e[0]);
3211 newfirstvertex = e[0];
3212 newlastvertex = e[0];
3214 newfirstvertex = min(newfirstvertex, e[1]);
3215 newlastvertex = max(newlastvertex, e[1]);
3216 newfirstvertex = min(newfirstvertex, e[2]);
3217 newlastvertex = max(newlastvertex, e[2]);
3223 if (newnumtriangles >= maxtriangles)
3225 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3226 newnumtriangles = 0;
3232 if (newnumtriangles >= 1)
3234 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3237 // if we couldn't find any lit triangles, exit early
3240 // now reduce the intensity for the next overbright pass
3241 // we have to clamp to 0 here incase the drivers have improper
3242 // handling of negative colors
3243 // (some old drivers even have improper handling of >1 color)
3245 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3247 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3249 c[0] = max(0, c[0] - 1);
3250 c[1] = max(0, c[1] - 1);
3251 c[2] = max(0, c[2] - 1);
3263 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3265 // OpenGL 1.1 path (anything)
3266 float ambientcolorbase[3], diffusecolorbase[3];
3267 float ambientcolorpants[3], diffusecolorpants[3];
3268 float ambientcolorshirt[3], diffusecolorshirt[3];
3269 const float *surfacecolor = rsurface.texture->dlightcolor;
3270 const float *surfacepants = rsurface.colormap_pantscolor;
3271 const float *surfaceshirt = rsurface.colormap_shirtcolor;
3272 rtexture_t *basetexture = rsurface.texture->basetexture;
3273 rtexture_t *pantstexture = rsurface.texture->pantstexture;
3274 rtexture_t *shirttexture = rsurface.texture->shirttexture;
3275 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3276 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3277 ambientscale *= 2 * r_refdef.view.colorscale;
3278 diffusescale *= 2 * r_refdef.view.colorscale;
3279 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3280 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3281 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3282 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3283 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3284 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3285 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3286 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3287 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3288 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3289 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3290 R_Mesh_TexBind(0, basetexture);
3291 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3292 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3293 switch(r_shadow_rendermode)
3295 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3296 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3297 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3298 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3299 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3301 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3302 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3303 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3304 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3305 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3307 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3308 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3309 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3310 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3311 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3313 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3318 //R_Mesh_TexBind(0, basetexture);
3319 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3322 R_Mesh_TexBind(0, pantstexture);
3323 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3327 R_Mesh_TexBind(0, shirttexture);
3328 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3332 extern cvar_t gl_lightmaps;
3333 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3335 float ambientscale, diffusescale, specularscale;
3337 float lightcolor[3];
3338 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3339 ambientscale = rsurface.rtlight->ambientscale;
3340 diffusescale = rsurface.rtlight->diffusescale;
3341 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3342 if (!r_shadow_usenormalmap.integer)
3344 ambientscale += 1.0f * diffusescale;
3348 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3350 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3353 VectorNegate(lightcolor, lightcolor);
3354 switch(vid.renderpath)
3356 case RENDERPATH_GL11:
3357 case RENDERPATH_GL13:
3358 case RENDERPATH_GL20:
3359 case RENDERPATH_GLES1:
3360 case RENDERPATH_GLES2:
3361 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3363 case RENDERPATH_D3D9:
3365 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3368 case RENDERPATH_D3D10:
3369 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3371 case RENDERPATH_D3D11:
3372 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3374 case RENDERPATH_SOFT:
3375 DPSOFTRAST_BlendSubtract(true);
3379 RSurf_SetupDepthAndCulling();
3380 switch (r_shadow_rendermode)
3382 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3383 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3384 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3386 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3387 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3389 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3390 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3391 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3392 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3393 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3396 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3401 switch(vid.renderpath)
3403 case RENDERPATH_GL11:
3404 case RENDERPATH_GL13:
3405 case RENDERPATH_GL20:
3406 case RENDERPATH_GLES1:
3407 case RENDERPATH_GLES2:
3408 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3410 case RENDERPATH_D3D9:
3412 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3415 case RENDERPATH_D3D10:
3416 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3418 case RENDERPATH_D3D11:
3419 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3421 case RENDERPATH_SOFT:
3422 DPSOFTRAST_BlendSubtract(false);
3428 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3430 matrix4x4_t tempmatrix = *matrix;
3431 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3433 // if this light has been compiled before, free the associated data
3434 R_RTLight_Uncompile(rtlight);
3436 // clear it completely to avoid any lingering data
3437 memset(rtlight, 0, sizeof(*rtlight));
3439 // copy the properties
3440 rtlight->matrix_lighttoworld = tempmatrix;
3441 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3442 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3443 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3444 VectorCopy(color, rtlight->color);
3445 rtlight->cubemapname[0] = 0;
3446 if (cubemapname && cubemapname[0])
3447 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3448 rtlight->shadow = shadow;
3449 rtlight->corona = corona;
3450 rtlight->style = style;
3451 rtlight->isstatic = isstatic;
3452 rtlight->coronasizescale = coronasizescale;
3453 rtlight->ambientscale = ambientscale;
3454 rtlight->diffusescale = diffusescale;
3455 rtlight->specularscale = specularscale;
3456 rtlight->flags = flags;
3458 // compute derived data
3459 //rtlight->cullradius = rtlight->radius;
3460 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3461 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3462 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3463 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3464 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3465 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3466 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3469 // compiles rtlight geometry
3470 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3471 void R_RTLight_Compile(rtlight_t *rtlight)
3474 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3475 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3476 entity_render_t *ent = r_refdef.scene.worldentity;
3477 dp_model_t *model = r_refdef.scene.worldmodel;
3478 unsigned char *data;
3481 // compile the light
3482 rtlight->compiled = true;
3483 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3484 rtlight->static_numleafs = 0;
3485 rtlight->static_numleafpvsbytes = 0;
3486 rtlight->static_leaflist = NULL;
3487 rtlight->static_leafpvs = NULL;
3488 rtlight->static_numsurfaces = 0;
3489 rtlight->static_surfacelist = NULL;
3490 rtlight->static_shadowmap_receivers = 0x3F;
3491 rtlight->static_shadowmap_casters = 0x3F;
3492 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3493 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3494 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3495 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3496 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3497 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3499 if (model && model->GetLightInfo)
3501 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3502 r_shadow_compilingrtlight = rtlight;
3503 R_FrameData_SetMark();
3504 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3505 R_FrameData_ReturnToMark();
3506 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3507 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3508 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3509 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3510 rtlight->static_numsurfaces = numsurfaces;
3511 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3512 rtlight->static_numleafs = numleafs;
3513 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3514 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3515 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3516 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3517 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3518 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3519 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3520 if (rtlight->static_numsurfaces)
3521 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3522 if (rtlight->static_numleafs)
3523 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3524 if (rtlight->static_numleafpvsbytes)
3525 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3526 if (rtlight->static_numshadowtrispvsbytes)
3527 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3528 if (rtlight->static_numlighttrispvsbytes)
3529 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3530 R_FrameData_SetMark();
3531 switch (rtlight->shadowmode)
3533 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3534 if (model->CompileShadowMap && rtlight->shadow)
3535 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3538 if (model->CompileShadowVolume && rtlight->shadow)
3539 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3542 R_FrameData_ReturnToMark();
3543 // now we're done compiling the rtlight
3544 r_shadow_compilingrtlight = NULL;
3548 // use smallest available cullradius - box radius or light radius
3549 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3550 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3552 shadowzpasstris = 0;
3553 if (rtlight->static_meshchain_shadow_zpass)
3554 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3555 shadowzpasstris += mesh->numtriangles;
3557 shadowzfailtris = 0;
3558 if (rtlight->static_meshchain_shadow_zfail)
3559 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3560 shadowzfailtris += mesh->numtriangles;
3563 if (rtlight->static_numlighttrispvsbytes)
3564 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3565 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3569 if (rtlight->static_numlighttrispvsbytes)
3570 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3571 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3574 if (developer_extra.integer)
3575 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3578 void R_RTLight_Uncompile(rtlight_t *rtlight)
3580 if (rtlight->compiled)
3582 if (rtlight->static_meshchain_shadow_zpass)
3583 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3584 rtlight->static_meshchain_shadow_zpass = NULL;
3585 if (rtlight->static_meshchain_shadow_zfail)
3586 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3587 rtlight->static_meshchain_shadow_zfail = NULL;
3588 if (rtlight->static_meshchain_shadow_shadowmap)
3589 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3590 rtlight->static_meshchain_shadow_shadowmap = NULL;
3591 // these allocations are grouped
3592 if (rtlight->static_surfacelist)
3593 Mem_Free(rtlight->static_surfacelist);
3594 rtlight->static_numleafs = 0;
3595 rtlight->static_numleafpvsbytes = 0;
3596 rtlight->static_leaflist = NULL;
3597 rtlight->static_leafpvs = NULL;
3598 rtlight->static_numsurfaces = 0;
3599 rtlight->static_surfacelist = NULL;
3600 rtlight->static_numshadowtrispvsbytes = 0;
3601 rtlight->static_shadowtrispvs = NULL;
3602 rtlight->static_numlighttrispvsbytes = 0;
3603 rtlight->static_lighttrispvs = NULL;
3604 rtlight->compiled = false;
3608 void R_Shadow_UncompileWorldLights(void)
3612 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3613 for (lightindex = 0;lightindex < range;lightindex++)
3615 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3618 R_RTLight_Uncompile(&light->rtlight);
3622 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3626 // reset the count of frustum planes
3627 // see rtlight->cached_frustumplanes definition for how much this array
3629 rtlight->cached_numfrustumplanes = 0;
3631 if (r_trippy.integer)
3634 // haven't implemented a culling path for ortho rendering
3635 if (!r_refdef.view.useperspective)
3637 // check if the light is on screen and copy the 4 planes if it is
3638 for (i = 0;i < 4;i++)
3639 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3642 for (i = 0;i < 4;i++)
3643 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3648 // generate a deformed frustum that includes the light origin, this is
3649 // used to cull shadow casting surfaces that can not possibly cast a
3650 // shadow onto the visible light-receiving surfaces, which can be a
3653 // if the light origin is onscreen the result will be 4 planes exactly
3654 // if the light origin is offscreen on only one axis the result will
3655 // be exactly 5 planes (split-side case)
3656 // if the light origin is offscreen on two axes the result will be
3657 // exactly 4 planes (stretched corner case)
3658 for (i = 0;i < 4;i++)
3660 // quickly reject standard frustum planes that put the light
3661 // origin outside the frustum
3662 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3665 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3667 // if all the standard frustum planes were accepted, the light is onscreen
3668 // otherwise we need to generate some more planes below...
3669 if (rtlight->cached_numfrustumplanes < 4)
3671 // at least one of the stock frustum planes failed, so we need to
3672 // create one or two custom planes to enclose the light origin
3673 for (i = 0;i < 4;i++)
3675 // create a plane using the view origin and light origin, and a
3676 // single point from the frustum corner set
3677 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3678 VectorNormalize(plane.normal);
3679 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3680 // see if this plane is backwards and flip it if so
3681 for (j = 0;j < 4;j++)
3682 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3686 VectorNegate(plane.normal, plane.normal);
3688 // flipped plane, test again to see if it is now valid
3689 for (j = 0;j < 4;j++)
3690 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3692 // if the plane is still not valid, then it is dividing the
3693 // frustum and has to be rejected
3697 // we have created a valid plane, compute extra info
3698 PlaneClassify(&plane);
3700 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3702 // if we've found 5 frustum planes then we have constructed a
3703 // proper split-side case and do not need to keep searching for
3704 // planes to enclose the light origin
3705 if (rtlight->cached_numfrustumplanes == 5)
3713 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3715 plane = rtlight->cached_frustumplanes[i];
3716 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3721 // now add the light-space box planes if the light box is rotated, as any
3722 // caster outside the oriented light box is irrelevant (even if it passed
3723 // the worldspace light box, which is axial)
3724 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3726 for (i = 0;i < 6;i++)
3730 v[i >> 1] = (i & 1) ? -1 : 1;
3731 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3732 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3733 plane.dist = VectorNormalizeLength(plane.normal);
3734 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3735 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3741 // add the world-space reduced box planes
3742 for (i = 0;i < 6;i++)
3744 VectorClear(plane.normal);
3745 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3746 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3747 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3756 // reduce all plane distances to tightly fit the rtlight cull box, which
3758 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3759 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3760 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3761 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3762 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3763 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3764 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3765 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3766 oldnum = rtlight->cached_numfrustumplanes;
3767 rtlight->cached_numfrustumplanes = 0;
3768 for (j = 0;j < oldnum;j++)
3770 // find the nearest point on the box to this plane
3771 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3772 for (i = 1;i < 8;i++)
3774 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3775 if (bestdist > dist)
3778 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3779 // if the nearest point is near or behind the plane, we want this
3780 // plane, otherwise the plane is useless as it won't cull anything
3781 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3783 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3784 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3791 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3795 RSurf_ActiveWorldEntity();
3797 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3800 GL_CullFace(GL_NONE);
3801 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3802 for (;mesh;mesh = mesh->next)
3804 if (!mesh->sidetotals[r_shadow_shadowmapside])
3806 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3807 if (mesh->vertex3fbuffer)
3808 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3810 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3811 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3815 else if (r_refdef.scene.worldentity->model)
3816 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3818 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3821 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3823 qboolean zpass = false;
3826 int surfacelistindex;
3827 msurface_t *surface;
3829 // if triangle neighbors are disabled, shadowvolumes are disabled
3830 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3833 RSurf_ActiveWorldEntity();
3835 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3838 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3840 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3841 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3843 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3844 for (;mesh;mesh = mesh->next)
3846 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3847 if (mesh->vertex3fbuffer)
3848 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3850 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3851 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3853 // increment stencil if frontface is infront of depthbuffer
3854 GL_CullFace(r_refdef.view.cullface_back);
3855 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3856 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3857 // decrement stencil if backface is infront of depthbuffer
3858 GL_CullFace(r_refdef.view.cullface_front);
3859 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3861 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3863 // decrement stencil if backface is behind depthbuffer
3864 GL_CullFace(r_refdef.view.cullface_front);
3865 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3866 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3867 // increment stencil if frontface is behind depthbuffer
3868 GL_CullFace(r_refdef.view.cullface_back);
3869 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3871 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3875 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3877 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3878 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3879 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3881 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3882 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3883 if (CHECKPVSBIT(trispvs, t))
3884 shadowmarklist[numshadowmark++] = t;
3886 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3888 else if (numsurfaces)
3890 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3893 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3896 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3898 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3899 vec_t relativeshadowradius;
3900 RSurf_ActiveModelEntity(ent, false, false, false);
3901 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3902 // we need to re-init the shader for each entity because the matrix changed
3903 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3904 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3905 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3906 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3907 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3908 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3909 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3910 switch (r_shadow_rendermode)
3912 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3913 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3916 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3922 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3924 // set up properties for rendering light onto this entity
3925 RSurf_ActiveModelEntity(ent, true, true, false);
3926 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3927 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3928 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3929 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3932 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3934 if (!r_refdef.scene.worldmodel->DrawLight)
3937 // set up properties for rendering light onto this entity
3938 RSurf_ActiveWorldEntity();
3939 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3940 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3941 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3942 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3944 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3946 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3949 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3951 dp_model_t *model = ent->model;
3952 if (!model->DrawLight)
3955 R_Shadow_SetupEntityLight(ent);
3957 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3959 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3962 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3966 int numleafs, numsurfaces;
3967 int *leaflist, *surfacelist;
3968 unsigned char *leafpvs;
3969 unsigned char *shadowtrispvs;
3970 unsigned char *lighttrispvs;
3971 //unsigned char *surfacesides;
3972 int numlightentities;
3973 int numlightentities_noselfshadow;
3974 int numshadowentities;
3975 int numshadowentities_noselfshadow;
3976 static entity_render_t *lightentities[MAX_EDICTS];
3977 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3978 static entity_render_t *shadowentities[MAX_EDICTS];
3979 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3982 rtlight->draw = false;
3984 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3985 // skip lights that are basically invisible (color 0 0 0)
3986 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3988 // loading is done before visibility checks because loading should happen
3989 // all at once at the start of a level, not when it stalls gameplay.
3990 // (especially important to benchmarks)
3992 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3994 if (rtlight->compiled)
3995 R_RTLight_Uncompile(rtlight);
3996 R_RTLight_Compile(rtlight);
4000 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4002 // look up the light style value at this time
4003 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4004 VectorScale(rtlight->color, f, rtlight->currentcolor);
4006 if (rtlight->selected)
4008 f = 2 + sin(realtime * M_PI * 4.0);
4009 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4013 // if lightstyle is currently off, don't draw the light
4014 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4017 // skip processing on corona-only lights
4021 // if the light box is offscreen, skip it
4022 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4025 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4026 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4028 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4030 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4032 // compiled light, world available and can receive realtime lighting
4033 // retrieve leaf information
4034 numleafs = rtlight->static_numleafs;
4035 leaflist = rtlight->static_leaflist;
4036 leafpvs = rtlight->static_leafpvs;
4037 numsurfaces = rtlight->static_numsurfaces;
4038 surfacelist = rtlight->static_surfacelist;
4039 //surfacesides = NULL;
4040 shadowtrispvs = rtlight->static_shadowtrispvs;
4041 lighttrispvs = rtlight->static_lighttrispvs;
4043 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4045 // dynamic light, world available and can receive realtime lighting
4046 // calculate lit surfaces and leafs
4047 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
4048 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4049 leaflist = r_shadow_buffer_leaflist;
4050 leafpvs = r_shadow_buffer_leafpvs;
4051 surfacelist = r_shadow_buffer_surfacelist;
4052 //surfacesides = r_shadow_buffer_surfacesides;
4053 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4054 lighttrispvs = r_shadow_buffer_lighttrispvs;
4055 // if the reduced leaf bounds are offscreen, skip it
4056 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4067 //surfacesides = NULL;
4068 shadowtrispvs = NULL;
4069 lighttrispvs = NULL;
4071 // check if light is illuminating any visible leafs
4074 for (i = 0;i < numleafs;i++)
4075 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4081 // make a list of lit entities and shadow casting entities
4082 numlightentities = 0;
4083 numlightentities_noselfshadow = 0;
4084 numshadowentities = 0;
4085 numshadowentities_noselfshadow = 0;
4087 // add dynamic entities that are lit by the light
4088 for (i = 0;i < r_refdef.scene.numentities;i++)
4091 entity_render_t *ent = r_refdef.scene.entities[i];
4093 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4095 // skip the object entirely if it is not within the valid
4096 // shadow-casting region (which includes the lit region)
4097 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4099 if (!(model = ent->model))
4101 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4103 // this entity wants to receive light, is visible, and is
4104 // inside the light box
4105 // TODO: check if the surfaces in the model can receive light
4106 // so now check if it's in a leaf seen by the light
4107 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4109 if (ent->flags & RENDER_NOSELFSHADOW)
4110 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4112 lightentities[numlightentities++] = ent;
4113 // since it is lit, it probably also casts a shadow...
4114 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4115 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4116 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4118 // note: exterior models without the RENDER_NOSELFSHADOW
4119 // flag still create a RENDER_NOSELFSHADOW shadow but
4120 // are lit normally, this means that they are
4121 // self-shadowing but do not shadow other
4122 // RENDER_NOSELFSHADOW entities such as the gun
4123 // (very weird, but keeps the player shadow off the gun)
4124 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4125 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4127 shadowentities[numshadowentities++] = ent;
4130 else if (ent->flags & RENDER_SHADOW)
4132 // this entity is not receiving light, but may still need to
4134 // TODO: check if the surfaces in the model can cast shadow
4135 // now check if it is in a leaf seen by the light
4136 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4138 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4139 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4140 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4142 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4143 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4145 shadowentities[numshadowentities++] = ent;
4150 // return if there's nothing at all to light
4151 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4154 // count this light in the r_speeds
4155 r_refdef.stats.lights++;
4157 // flag it as worth drawing later
4158 rtlight->draw = true;
4160 // cache all the animated entities that cast a shadow but are not visible
4161 for (i = 0;i < numshadowentities;i++)
4162 if (!shadowentities[i]->animcache_vertex3f)
4163 R_AnimCache_GetEntity(shadowentities[i], false, false);
4164 for (i = 0;i < numshadowentities_noselfshadow;i++)
4165 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4166 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4168 // allocate some temporary memory for rendering this light later in the frame
4169 // reusable buffers need to be copied, static data can be used as-is
4170 rtlight->cached_numlightentities = numlightentities;
4171 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4172 rtlight->cached_numshadowentities = numshadowentities;
4173 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4174 rtlight->cached_numsurfaces = numsurfaces;
4175 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4176 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4177 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4178 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4179 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4181 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4182 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4183 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4184 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4185 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4189 // compiled light data
4190 rtlight->cached_shadowtrispvs = shadowtrispvs;
4191 rtlight->cached_lighttrispvs = lighttrispvs;
4192 rtlight->cached_surfacelist = surfacelist;
4196 void R_Shadow_DrawLight(rtlight_t *rtlight)
4200 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4201 int numlightentities;
4202 int numlightentities_noselfshadow;
4203 int numshadowentities;
4204 int numshadowentities_noselfshadow;
4205 entity_render_t **lightentities;
4206 entity_render_t **lightentities_noselfshadow;
4207 entity_render_t **shadowentities;
4208 entity_render_t **shadowentities_noselfshadow;
4210 static unsigned char entitysides[MAX_EDICTS];
4211 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4212 vec3_t nearestpoint;
4214 qboolean castshadows;
4217 // check if we cached this light this frame (meaning it is worth drawing)
4221 numlightentities = rtlight->cached_numlightentities;
4222 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4223 numshadowentities = rtlight->cached_numshadowentities;
4224 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4225 numsurfaces = rtlight->cached_numsurfaces;
4226 lightentities = rtlight->cached_lightentities;
4227 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4228 shadowentities = rtlight->cached_shadowentities;
4229 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4230 shadowtrispvs = rtlight->cached_shadowtrispvs;
4231 lighttrispvs = rtlight->cached_lighttrispvs;
4232 surfacelist = rtlight->cached_surfacelist;
4234 // set up a scissor rectangle for this light
4235 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4238 // don't let sound skip if going slow
4239 if (r_refdef.scene.extraupdate)
4242 // make this the active rtlight for rendering purposes
4243 R_Shadow_RenderMode_ActiveLight(rtlight);
4245 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4247 // optionally draw visible shape of the shadow volumes
4248 // for performance analysis by level designers
4249 R_Shadow_RenderMode_VisibleShadowVolumes();
4251 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4252 for (i = 0;i < numshadowentities;i++)
4253 R_Shadow_DrawEntityShadow(shadowentities[i]);
4254 for (i = 0;i < numshadowentities_noselfshadow;i++)
4255 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4256 R_Shadow_RenderMode_VisibleLighting(false, false);
4259 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4261 // optionally draw the illuminated areas
4262 // for performance analysis by level designers
4263 R_Shadow_RenderMode_VisibleLighting(false, false);
4265 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4266 for (i = 0;i < numlightentities;i++)
4267 R_Shadow_DrawEntityLight(lightentities[i]);
4268 for (i = 0;i < numlightentities_noselfshadow;i++)
4269 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4272 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4274 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4275 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4276 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4277 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4279 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4280 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4281 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4283 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4289 int receivermask = 0;
4290 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4291 Matrix4x4_Abs(&radiustolight);
4293 r_shadow_shadowmaplod = 0;
4294 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4295 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4296 r_shadow_shadowmaplod = i;
4298 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4300 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4302 surfacesides = NULL;
4305 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4307 castermask = rtlight->static_shadowmap_casters;
4308 receivermask = rtlight->static_shadowmap_receivers;
4312 surfacesides = r_shadow_buffer_surfacesides;
4313 for(i = 0;i < numsurfaces;i++)
4315 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4316 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4317 castermask |= surfacesides[i];
4318 receivermask |= surfacesides[i];
4322 if (receivermask < 0x3F)
4324 for (i = 0;i < numlightentities;i++)
4325 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4326 if (receivermask < 0x3F)
4327 for(i = 0; i < numlightentities_noselfshadow;i++)
4328 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4331 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4335 for (i = 0;i < numshadowentities;i++)
4336 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4337 for (i = 0;i < numshadowentities_noselfshadow;i++)
4338 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4341 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4343 // render shadow casters into 6 sided depth texture
4344 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4346 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4347 if (! (castermask & (1 << side))) continue;
4349 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4350 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4351 R_Shadow_DrawEntityShadow(shadowentities[i]);
4354 if (numlightentities_noselfshadow)
4356 // render lighting using the depth texture as shadowmap
4357 // draw lighting in the unmasked areas
4358 R_Shadow_RenderMode_Lighting(false, false, true);
4359 for (i = 0;i < numlightentities_noselfshadow;i++)
4360 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4363 // render shadow casters into 6 sided depth texture
4364 if (numshadowentities_noselfshadow)
4366 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4368 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4369 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4370 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4374 // render lighting using the depth texture as shadowmap
4375 // draw lighting in the unmasked areas
4376 R_Shadow_RenderMode_Lighting(false, false, true);
4377 // draw lighting in the unmasked areas
4379 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4380 for (i = 0;i < numlightentities;i++)
4381 R_Shadow_DrawEntityLight(lightentities[i]);
4383 else if (castshadows && vid.stencil)
4385 // draw stencil shadow volumes to mask off pixels that are in shadow
4386 // so that they won't receive lighting
4387 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4388 R_Shadow_ClearStencil();
4391 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4392 for (i = 0;i < numshadowentities;i++)
4393 R_Shadow_DrawEntityShadow(shadowentities[i]);
4395 // draw lighting in the unmasked areas
4396 R_Shadow_RenderMode_Lighting(true, false, false);
4397 for (i = 0;i < numlightentities_noselfshadow;i++)
4398 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4400 for (i = 0;i < numshadowentities_noselfshadow;i++)
4401 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4403 // draw lighting in the unmasked areas
4404 R_Shadow_RenderMode_Lighting(true, false, false);
4406 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4407 for (i = 0;i < numlightentities;i++)
4408 R_Shadow_DrawEntityLight(lightentities[i]);
4412 // draw lighting in the unmasked areas
4413 R_Shadow_RenderMode_Lighting(false, false, false);
4415 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4416 for (i = 0;i < numlightentities;i++)
4417 R_Shadow_DrawEntityLight(lightentities[i]);
4418 for (i = 0;i < numlightentities_noselfshadow;i++)
4419 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4422 if (r_shadow_usingdeferredprepass)
4424 // when rendering deferred lighting, we simply rasterize the box
4425 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4426 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4427 else if (castshadows && vid.stencil)
4428 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4430 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4434 static void R_Shadow_FreeDeferred(void)
4436 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4437 r_shadow_prepassgeometryfbo = 0;
4439 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4440 r_shadow_prepasslightingdiffusespecularfbo = 0;
4442 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4443 r_shadow_prepasslightingdiffusefbo = 0;
4445 if (r_shadow_prepassgeometrydepthtexture)
4446 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4447 r_shadow_prepassgeometrydepthtexture = NULL;
4449 if (r_shadow_prepassgeometrydepthcolortexture)
4450 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4451 r_shadow_prepassgeometrydepthcolortexture = NULL;
4453 if (r_shadow_prepassgeometrynormalmaptexture)
4454 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4455 r_shadow_prepassgeometrynormalmaptexture = NULL;
4457 if (r_shadow_prepasslightingdiffusetexture)
4458 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4459 r_shadow_prepasslightingdiffusetexture = NULL;
4461 if (r_shadow_prepasslightingspeculartexture)
4462 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4463 r_shadow_prepasslightingspeculartexture = NULL;
4466 void R_Shadow_DrawPrepass(void)
4474 entity_render_t *ent;
4475 float clearcolor[4];
4477 R_Mesh_ResetTextureState();
4479 GL_ColorMask(1,1,1,1);
4480 GL_BlendFunc(GL_ONE, GL_ZERO);
4483 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4484 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4485 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4486 if (r_timereport_active)
4487 R_TimeReport("prepasscleargeom");
4489 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4490 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4491 if (r_timereport_active)
4492 R_TimeReport("prepassworld");
4494 for (i = 0;i < r_refdef.scene.numentities;i++)
4496 if (!r_refdef.viewcache.entityvisible[i])
4498 ent = r_refdef.scene.entities[i];
4499 if (ent->model && ent->model->DrawPrepass != NULL)
4500 ent->model->DrawPrepass(ent);
4503 if (r_timereport_active)
4504 R_TimeReport("prepassmodels");
4506 GL_DepthMask(false);
4507 GL_ColorMask(1,1,1,1);
4510 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4511 Vector4Set(clearcolor, 0, 0, 0, 0);
4512 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4513 if (r_timereport_active)
4514 R_TimeReport("prepassclearlit");
4516 R_Shadow_RenderMode_Begin();
4518 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4519 if (r_shadow_debuglight.integer >= 0)
4521 lightindex = r_shadow_debuglight.integer;
4522 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4523 if (light && (light->flags & flag) && light->rtlight.draw)
4524 R_Shadow_DrawLight(&light->rtlight);
4528 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4529 for (lightindex = 0;lightindex < range;lightindex++)
4531 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4532 if (light && (light->flags & flag) && light->rtlight.draw)
4533 R_Shadow_DrawLight(&light->rtlight);
4536 if (r_refdef.scene.rtdlight)
4537 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4538 if (r_refdef.scene.lights[lnum]->draw)
4539 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4541 R_Mesh_SetMainRenderTargets();
4543 R_Shadow_RenderMode_End();
4545 if (r_timereport_active)
4546 R_TimeReport("prepasslights");
4549 void R_Shadow_DrawLightSprites(void);
4550 void R_Shadow_PrepareLights(void)
4560 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4561 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4562 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4563 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4564 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4565 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4566 R_Shadow_FreeShadowMaps();
4568 r_shadow_usingshadowmaportho = false;
4570 switch (vid.renderpath)
4572 case RENDERPATH_GL20:
4573 case RENDERPATH_D3D9:
4574 case RENDERPATH_D3D10:
4575 case RENDERPATH_D3D11:
4576 case RENDERPATH_SOFT:
4577 case RENDERPATH_GLES2:
4578 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4580 r_shadow_usingdeferredprepass = false;
4581 if (r_shadow_prepass_width)
4582 R_Shadow_FreeDeferred();
4583 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4587 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4589 R_Shadow_FreeDeferred();
4591 r_shadow_usingdeferredprepass = true;
4592 r_shadow_prepass_width = vid.width;
4593 r_shadow_prepass_height = vid.height;
4594 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4595 switch (vid.renderpath)
4597 case RENDERPATH_D3D9:
4598 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4603 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4604 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4605 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4607 // set up the geometry pass fbo (depth + normalmap)
4608 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4609 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4610 // render depth into one texture and normalmap into the other
4611 if (qglDrawBuffersARB)
4613 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4614 qglReadBuffer(GL_NONE);CHECKGLERROR
4615 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4616 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4618 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4619 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4620 r_shadow_usingdeferredprepass = false;
4624 // set up the lighting pass fbo (diffuse + specular)
4625 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4626 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4627 // render diffuse into one texture and specular into another,
4628 // with depth and normalmap bound as textures,
4629 // with depth bound as attachment as well
4630 if (qglDrawBuffersARB)
4632 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4633 qglReadBuffer(GL_NONE);CHECKGLERROR
4634 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4635 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4637 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4638 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4639 r_shadow_usingdeferredprepass = false;
4643 // set up the lighting pass fbo (diffuse)
4644 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4645 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4646 // render diffuse into one texture,
4647 // with depth and normalmap bound as textures,
4648 // with depth bound as attachment as well
4649 if (qglDrawBuffersARB)
4651 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4652 qglReadBuffer(GL_NONE);CHECKGLERROR
4653 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4654 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4656 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4657 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4658 r_shadow_usingdeferredprepass = false;
4663 case RENDERPATH_GL11:
4664 case RENDERPATH_GL13:
4665 case RENDERPATH_GLES1:
4666 r_shadow_usingdeferredprepass = false;
4670 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4672 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4673 if (r_shadow_debuglight.integer >= 0)
4675 lightindex = r_shadow_debuglight.integer;
4676 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4677 if (light && (light->flags & flag))
4678 R_Shadow_PrepareLight(&light->rtlight);
4682 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4683 for (lightindex = 0;lightindex < range;lightindex++)
4685 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4686 if (light && (light->flags & flag))
4687 R_Shadow_PrepareLight(&light->rtlight);
4690 if (r_refdef.scene.rtdlight)
4692 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4693 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4695 else if(gl_flashblend.integer)
4697 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4699 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4700 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4701 VectorScale(rtlight->color, f, rtlight->currentcolor);
4705 if (r_editlights.integer)
4706 R_Shadow_DrawLightSprites();
4708 R_Shadow_UpdateBounceGridTexture();
4711 void R_Shadow_DrawLights(void)
4719 R_Shadow_RenderMode_Begin();
4721 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4722 if (r_shadow_debuglight.integer >= 0)
4724 lightindex = r_shadow_debuglight.integer;
4725 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4726 if (light && (light->flags & flag))
4727 R_Shadow_DrawLight(&light->rtlight);
4731 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4732 for (lightindex = 0;lightindex < range;lightindex++)
4734 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4735 if (light && (light->flags & flag))
4736 R_Shadow_DrawLight(&light->rtlight);
4739 if (r_refdef.scene.rtdlight)
4740 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4741 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4743 R_Shadow_RenderMode_End();
4746 extern const float r_screenvertex3f[12];
4747 extern void R_SetupView(qboolean allowwaterclippingplane);
4748 extern void R_ResetViewRendering3D(void);
4749 extern void R_ResetViewRendering2D(void);
4750 extern cvar_t r_shadows;
4751 extern cvar_t r_shadows_darken;
4752 extern cvar_t r_shadows_drawafterrtlighting;
4753 extern cvar_t r_shadows_castfrombmodels;
4754 extern cvar_t r_shadows_throwdistance;
4755 extern cvar_t r_shadows_throwdirection;
4756 extern cvar_t r_shadows_focus;
4757 extern cvar_t r_shadows_shadowmapscale;
4759 void R_Shadow_PrepareModelShadows(void)
4762 float scale, size, radius, dot1, dot2;
4763 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4764 entity_render_t *ent;
4766 if (!r_refdef.scene.numentities)
4769 switch (r_shadow_shadowmode)
4771 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4772 if (r_shadows.integer >= 2)
4775 case R_SHADOW_SHADOWMODE_STENCIL:
4776 for (i = 0;i < r_refdef.scene.numentities;i++)
4778 ent = r_refdef.scene.entities[i];
4779 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4780 R_AnimCache_GetEntity(ent, false, false);
4787 size = 2*r_shadow_shadowmapmaxsize;
4788 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4789 radius = 0.5f * size / scale;
4791 Math_atov(r_shadows_throwdirection.string, shadowdir);
4792 VectorNormalize(shadowdir);
4793 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4794 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4795 if (fabs(dot1) <= fabs(dot2))
4796 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4798 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4799 VectorNormalize(shadowforward);
4800 CrossProduct(shadowdir, shadowforward, shadowright);
4801 Math_atov(r_shadows_focus.string, shadowfocus);
4802 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4803 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4804 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4805 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4806 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4808 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4810 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4811 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4812 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4813 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4814 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4815 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4817 for (i = 0;i < r_refdef.scene.numentities;i++)
4819 ent = r_refdef.scene.entities[i];
4820 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4822 // cast shadows from anything of the map (submodels are optional)
4823 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4824 R_AnimCache_GetEntity(ent, false, false);
4828 void R_DrawModelShadowMaps(void)
4831 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4832 entity_render_t *ent;
4833 vec3_t relativelightorigin;
4834 vec3_t relativelightdirection, relativeforward, relativeright;
4835 vec3_t relativeshadowmins, relativeshadowmaxs;
4836 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4838 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4839 r_viewport_t viewport;
4841 float clearcolor[4];
4843 if (!r_refdef.scene.numentities)
4846 switch (r_shadow_shadowmode)
4848 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4854 R_ResetViewRendering3D();
4855 R_Shadow_RenderMode_Begin();
4856 R_Shadow_RenderMode_ActiveLight(NULL);
4858 switch (r_shadow_shadowmode)
4860 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4861 if (!r_shadow_shadowmap2dtexture)
4862 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4863 fbo = r_shadow_fbo2d;
4864 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4865 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4866 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4872 size = 2*r_shadow_shadowmapmaxsize;
4873 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4874 radius = 0.5f / scale;
4875 nearclip = -r_shadows_throwdistance.value;
4876 farclip = r_shadows_throwdistance.value;
4877 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4879 r_shadow_shadowmap_parameters[0] = size;
4880 r_shadow_shadowmap_parameters[1] = size;
4881 r_shadow_shadowmap_parameters[2] = 1.0;
4882 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4884 Math_atov(r_shadows_throwdirection.string, shadowdir);
4885 VectorNormalize(shadowdir);
4886 Math_atov(r_shadows_focus.string, shadowfocus);
4887 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4888 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4889 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4890 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4891 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4892 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4893 if (fabs(dot1) <= fabs(dot2))
4894 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4896 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4897 VectorNormalize(shadowforward);
4898 VectorM(scale, shadowforward, &m[0]);
4899 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4901 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4902 CrossProduct(shadowdir, shadowforward, shadowright);
4903 VectorM(scale, shadowright, &m[4]);
4904 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4905 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4906 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4907 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4908 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4909 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4911 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4913 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4914 R_SetupShader_DepthOrShadow(true);
4915 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4918 R_SetViewport(&viewport);
4919 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4920 Vector4Set(clearcolor, 1,1,1,1);
4921 // in D3D9 we have to render to a color texture shadowmap
4922 // in GL we render directly to a depth texture only
4923 if (r_shadow_shadowmap2dtexture)
4924 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4926 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4927 // render into a slightly restricted region so that the borders of the
4928 // shadowmap area fade away, rather than streaking across everything
4929 // outside the usable area
4930 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4934 R_Mesh_SetMainRenderTargets();
4935 R_SetupShader_ShowDepth(true);
4936 GL_ColorMask(1,1,1,1);
4937 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4940 for (i = 0;i < r_refdef.scene.numentities;i++)
4942 ent = r_refdef.scene.entities[i];
4944 // cast shadows from anything of the map (submodels are optional)
4945 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4947 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4948 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4949 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4950 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4951 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4952 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4953 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4954 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4955 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4956 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4957 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4958 RSurf_ActiveModelEntity(ent, false, false, false);
4959 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4960 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4967 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4969 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4971 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4972 Cvar_SetValueQuick(&r_test, 0);
4977 R_Shadow_RenderMode_End();
4979 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4980 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4981 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4982 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4983 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4984 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4986 switch (vid.renderpath)
4988 case RENDERPATH_GL11:
4989 case RENDERPATH_GL13:
4990 case RENDERPATH_GL20:
4991 case RENDERPATH_SOFT:
4992 case RENDERPATH_GLES1:
4993 case RENDERPATH_GLES2:
4995 case RENDERPATH_D3D9:
4996 case RENDERPATH_D3D10:
4997 case RENDERPATH_D3D11:
4998 #ifdef OPENGL_ORIENTATION
4999 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5000 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
5001 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
5002 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
5004 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
5005 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
5006 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
5007 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
5012 r_shadow_usingshadowmaportho = true;
5013 switch (r_shadow_shadowmode)
5015 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5016 r_shadow_usingshadowmap2d = true;
5023 void R_DrawModelShadows(void)
5026 float relativethrowdistance;
5027 entity_render_t *ent;
5028 vec3_t relativelightorigin;
5029 vec3_t relativelightdirection;
5030 vec3_t relativeshadowmins, relativeshadowmaxs;
5031 vec3_t tmp, shadowdir;
5033 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5036 R_ResetViewRendering3D();
5037 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5038 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5039 R_Shadow_RenderMode_Begin();
5040 R_Shadow_RenderMode_ActiveLight(NULL);
5041 r_shadow_lightscissor[0] = r_refdef.view.x;
5042 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5043 r_shadow_lightscissor[2] = r_refdef.view.width;
5044 r_shadow_lightscissor[3] = r_refdef.view.height;
5045 R_Shadow_RenderMode_StencilShadowVolumes(false);
5048 if (r_shadows.integer == 2)
5050 Math_atov(r_shadows_throwdirection.string, shadowdir);
5051 VectorNormalize(shadowdir);
5054 R_Shadow_ClearStencil();
5056 for (i = 0;i < r_refdef.scene.numentities;i++)
5058 ent = r_refdef.scene.entities[i];
5060 // cast shadows from anything of the map (submodels are optional)
5061 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5063 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5064 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5065 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5066 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5067 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5070 if(ent->entitynumber != 0)
5072 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5074 // FIXME handle this
5075 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5079 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5080 int entnum, entnum2, recursion;
5081 entnum = entnum2 = ent->entitynumber;
5082 for(recursion = 32; recursion > 0; --recursion)
5084 entnum2 = cl.entities[entnum].state_current.tagentity;
5085 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5090 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5092 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5093 // transform into modelspace of OUR entity
5094 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5095 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5098 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5102 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5105 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5106 RSurf_ActiveModelEntity(ent, false, false, false);
5107 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5108 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5112 // not really the right mode, but this will disable any silly stencil features
5113 R_Shadow_RenderMode_End();
5115 // set up ortho view for rendering this pass
5116 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5117 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5118 //GL_ScissorTest(true);
5119 //R_EntityMatrix(&identitymatrix);
5120 //R_Mesh_ResetTextureState();
5121 R_ResetViewRendering2D();
5123 // set up a darkening blend on shadowed areas
5124 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5125 //GL_DepthRange(0, 1);
5126 //GL_DepthTest(false);
5127 //GL_DepthMask(false);
5128 //GL_PolygonOffset(0, 0);CHECKGLERROR
5129 GL_Color(0, 0, 0, r_shadows_darken.value);
5130 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5131 //GL_DepthFunc(GL_ALWAYS);
5132 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5134 // apply the blend to the shadowed areas
5135 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5136 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
5137 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5139 // restore the viewport
5140 R_SetViewport(&r_refdef.view.viewport);
5142 // restore other state to normal
5143 //R_Shadow_RenderMode_End();
5146 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5149 vec3_t centerorigin;
5151 // if it's too close, skip it
5152 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5154 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5157 if (usequery && r_numqueries + 2 <= r_maxqueries)
5159 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5160 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5161 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
5162 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5164 switch(vid.renderpath)
5166 case RENDERPATH_GL11:
5167 case RENDERPATH_GL13:
5168 case RENDERPATH_GL20:
5169 case RENDERPATH_GLES1:
5170 case RENDERPATH_GLES2:
5172 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5173 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5174 GL_DepthFunc(GL_ALWAYS);
5175 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5176 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5177 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5178 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5179 GL_DepthFunc(GL_LEQUAL);
5180 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5181 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5182 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5183 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5184 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5187 case RENDERPATH_D3D9:
5188 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5190 case RENDERPATH_D3D10:
5191 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5193 case RENDERPATH_D3D11:
5194 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5196 case RENDERPATH_SOFT:
5197 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5201 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5204 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5206 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5209 GLint allpixels = 0, visiblepixels = 0;
5210 // now we have to check the query result
5211 if (rtlight->corona_queryindex_visiblepixels)
5213 switch(vid.renderpath)
5215 case RENDERPATH_GL11:
5216 case RENDERPATH_GL13:
5217 case RENDERPATH_GL20:
5218 case RENDERPATH_GLES1:
5219 case RENDERPATH_GLES2:
5221 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5222 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5225 case RENDERPATH_D3D9:
5226 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5228 case RENDERPATH_D3D10:
5229 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5231 case RENDERPATH_D3D11:
5232 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5234 case RENDERPATH_SOFT:
5235 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5238 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5239 if (visiblepixels < 1 || allpixels < 1)
5241 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5242 cscale *= rtlight->corona_visibility;
5246 // FIXME: these traces should scan all render entities instead of cl.world
5247 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5250 VectorScale(rtlight->currentcolor, cscale, color);
5251 if (VectorLength(color) > (1.0f / 256.0f))
5254 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5257 VectorNegate(color, color);
5258 switch(vid.renderpath)
5260 case RENDERPATH_GL11:
5261 case RENDERPATH_GL13:
5262 case RENDERPATH_GL20:
5263 case RENDERPATH_GLES1:
5264 case RENDERPATH_GLES2:
5265 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5267 case RENDERPATH_D3D9:
5269 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5272 case RENDERPATH_D3D10:
5273 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5275 case RENDERPATH_D3D11:
5276 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5278 case RENDERPATH_SOFT:
5279 DPSOFTRAST_BlendSubtract(true);
5283 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5284 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5285 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5288 switch(vid.renderpath)
5290 case RENDERPATH_GL11:
5291 case RENDERPATH_GL13:
5292 case RENDERPATH_GL20:
5293 case RENDERPATH_GLES1:
5294 case RENDERPATH_GLES2:
5295 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5297 case RENDERPATH_D3D9:
5299 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5302 case RENDERPATH_D3D10:
5303 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5305 case RENDERPATH_D3D11:
5306 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5308 case RENDERPATH_SOFT:
5309 DPSOFTRAST_BlendSubtract(false);
5316 void R_Shadow_DrawCoronas(void)
5319 qboolean usequery = false;
5324 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5326 if (r_waterstate.renderingscene)
5328 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5329 R_EntityMatrix(&identitymatrix);
5331 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5333 // check occlusion of coronas
5334 // use GL_ARB_occlusion_query if available
5335 // otherwise use raytraces
5337 switch (vid.renderpath)
5339 case RENDERPATH_GL11:
5340 case RENDERPATH_GL13:
5341 case RENDERPATH_GL20:
5342 case RENDERPATH_GLES1:
5343 case RENDERPATH_GLES2:
5344 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5347 GL_ColorMask(0,0,0,0);
5348 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5349 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5352 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5353 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5355 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5358 RSurf_ActiveWorldEntity();
5359 GL_BlendFunc(GL_ONE, GL_ZERO);
5360 GL_CullFace(GL_NONE);
5361 GL_DepthMask(false);
5362 GL_DepthRange(0, 1);
5363 GL_PolygonOffset(0, 0);
5365 R_Mesh_ResetTextureState();
5366 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
5369 case RENDERPATH_D3D9:
5371 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5373 case RENDERPATH_D3D10:
5374 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5376 case RENDERPATH_D3D11:
5377 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5379 case RENDERPATH_SOFT:
5381 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5384 for (lightindex = 0;lightindex < range;lightindex++)
5386 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5389 rtlight = &light->rtlight;
5390 rtlight->corona_visibility = 0;
5391 rtlight->corona_queryindex_visiblepixels = 0;
5392 rtlight->corona_queryindex_allpixels = 0;
5393 if (!(rtlight->flags & flag))
5395 if (rtlight->corona <= 0)
5397 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5399 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5401 for (i = 0;i < r_refdef.scene.numlights;i++)
5403 rtlight = r_refdef.scene.lights[i];
5404 rtlight->corona_visibility = 0;
5405 rtlight->corona_queryindex_visiblepixels = 0;
5406 rtlight->corona_queryindex_allpixels = 0;
5407 if (!(rtlight->flags & flag))
5409 if (rtlight->corona <= 0)
5411 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5414 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5416 // now draw the coronas using the query data for intensity info
5417 for (lightindex = 0;lightindex < range;lightindex++)
5419 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5422 rtlight = &light->rtlight;
5423 if (rtlight->corona_visibility <= 0)
5425 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5427 for (i = 0;i < r_refdef.scene.numlights;i++)
5429 rtlight = r_refdef.scene.lights[i];
5430 if (rtlight->corona_visibility <= 0)
5432 if (gl_flashblend.integer)
5433 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5435 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5441 dlight_t *R_Shadow_NewWorldLight(void)
5443 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5446 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
5449 // validate parameters
5450 if (style < 0 || style >= MAX_LIGHTSTYLES)
5452 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5458 // copy to light properties
5459 VectorCopy(origin, light->origin);
5460 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5461 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5462 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5464 light->color[0] = max(color[0], 0);
5465 light->color[1] = max(color[1], 0);
5466 light->color[2] = max(color[2], 0);
5468 light->color[0] = color[0];
5469 light->color[1] = color[1];
5470 light->color[2] = color[2];
5471 light->radius = max(radius, 0);
5472 light->style = style;
5473 light->shadow = shadowenable;
5474 light->corona = corona;
5475 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5476 light->coronasizescale = coronasizescale;
5477 light->ambientscale = ambientscale;
5478 light->diffusescale = diffusescale;
5479 light->specularscale = specularscale;
5480 light->flags = flags;
5482 // update renderable light data
5483 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5484 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5487 void R_Shadow_FreeWorldLight(dlight_t *light)
5489 if (r_shadow_selectedlight == light)
5490 r_shadow_selectedlight = NULL;
5491 R_RTLight_Uncompile(&light->rtlight);
5492 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5495 void R_Shadow_ClearWorldLights(void)
5499 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5500 for (lightindex = 0;lightindex < range;lightindex++)
5502 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5504 R_Shadow_FreeWorldLight(light);
5506 r_shadow_selectedlight = NULL;
5509 void R_Shadow_SelectLight(dlight_t *light)
5511 if (r_shadow_selectedlight)
5512 r_shadow_selectedlight->selected = false;
5513 r_shadow_selectedlight = light;
5514 if (r_shadow_selectedlight)
5515 r_shadow_selectedlight->selected = true;
5518 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5520 // this is never batched (there can be only one)
5522 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5523 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5524 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5527 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5532 skinframe_t *skinframe;
5535 // this is never batched (due to the ent parameter changing every time)
5536 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5537 const dlight_t *light = (dlight_t *)ent;
5540 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5543 VectorScale(light->color, intensity, spritecolor);
5544 if (VectorLength(spritecolor) < 0.1732f)
5545 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5546 if (VectorLength(spritecolor) > 1.0f)
5547 VectorNormalize(spritecolor);
5549 // draw light sprite
5550 if (light->cubemapname[0] && !light->shadow)
5551 skinframe = r_editlights_sprcubemapnoshadowlight;
5552 else if (light->cubemapname[0])
5553 skinframe = r_editlights_sprcubemaplight;
5554 else if (!light->shadow)
5555 skinframe = r_editlights_sprnoshadowlight;
5557 skinframe = r_editlights_sprlight;
5559 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5560 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5562 // draw selection sprite if light is selected
5563 if (light->selected)
5565 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5566 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5567 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5571 void R_Shadow_DrawLightSprites(void)
5575 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5576 for (lightindex = 0;lightindex < range;lightindex++)
5578 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5580 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5582 if (!r_editlights_lockcursor)
5583 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5586 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5591 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5592 if (lightindex >= range)
5594 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5597 rtlight = &light->rtlight;
5598 //if (!(rtlight->flags & flag))
5600 VectorCopy(rtlight->shadoworigin, origin);
5601 *radius = rtlight->radius;
5602 VectorCopy(rtlight->color, color);
5606 void R_Shadow_SelectLightInView(void)
5608 float bestrating, rating, temp[3];
5612 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5616 if (r_editlights_lockcursor)
5618 for (lightindex = 0;lightindex < range;lightindex++)
5620 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5623 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5624 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5627 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5628 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5630 bestrating = rating;
5635 R_Shadow_SelectLight(best);
5638 void R_Shadow_LoadWorldLights(void)
5640 int n, a, style, shadow, flags;
5641 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5642 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5643 if (cl.worldmodel == NULL)
5645 Con_Print("No map loaded.\n");
5648 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5649 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5659 for (;COM_Parse(t, true) && strcmp(
5660 if (COM_Parse(t, true))
5662 if (com_token[0] == '!')
5665 origin[0] = atof(com_token+1);
5668 origin[0] = atof(com_token);
5673 while (*s && *s != '\n' && *s != '\r')
5679 // check for modifier flags
5686 #if _MSC_VER >= 1400
5687 #define sscanf sscanf_s
5689 cubemapname[sizeof(cubemapname)-1] = 0;
5690 #if MAX_QPATH != 128
5691 #error update this code if MAX_QPATH changes
5693 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5694 #if _MSC_VER >= 1400
5695 , sizeof(cubemapname)
5697 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5700 flags = LIGHTFLAG_REALTIMEMODE;
5708 coronasizescale = 0.25f;
5710 VectorClear(angles);
5713 if (a < 9 || !strcmp(cubemapname, "\"\""))
5715 // remove quotes on cubemapname
5716 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5719 namelen = strlen(cubemapname) - 2;
5720 memmove(cubemapname, cubemapname + 1, namelen);
5721 cubemapname[namelen] = '\0';
5725 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
5728 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5736 Con_Printf("invalid rtlights file \"%s\"\n", name);
5737 Mem_Free(lightsstring);
5741 void R_Shadow_SaveWorldLights(void)
5745 size_t bufchars, bufmaxchars;
5747 char name[MAX_QPATH];
5748 char line[MAX_INPUTLINE];
5749 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5750 // I hate lines which are 3 times my screen size :( --blub
5753 if (cl.worldmodel == NULL)
5755 Con_Print("No map loaded.\n");
5758 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5759 bufchars = bufmaxchars = 0;
5761 for (lightindex = 0;lightindex < range;lightindex++)
5763 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5766 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5767 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5768 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5769 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5771 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5772 if (bufchars + strlen(line) > bufmaxchars)
5774 bufmaxchars = bufchars + strlen(line) + 2048;
5776 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5780 memcpy(buf, oldbuf, bufchars);
5786 memcpy(buf + bufchars, line, strlen(line));
5787 bufchars += strlen(line);
5791 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5796 void R_Shadow_LoadLightsFile(void)
5799 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5800 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5801 if (cl.worldmodel == NULL)
5803 Con_Print("No map loaded.\n");
5806 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5807 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5815 while (*s && *s != '\n' && *s != '\r')
5821 a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
5825 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
5828 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5829 radius = bound(15, radius, 4096);
5830 VectorScale(color, (2.0f / (8388608.0f)), color);
5831 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5839 Con_Printf("invalid lights file \"%s\"\n", name);
5840 Mem_Free(lightsstring);
5844 // tyrlite/hmap2 light types in the delay field
5845 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5847 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5859 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5860 char key[256], value[MAX_INPUTLINE];
5862 if (cl.worldmodel == NULL)
5864 Con_Print("No map loaded.\n");
5867 // try to load a .ent file first
5868 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5869 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5870 // and if that is not found, fall back to the bsp file entity string
5872 data = cl.worldmodel->brush.entities;
5875 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5877 type = LIGHTTYPE_MINUSX;
5878 origin[0] = origin[1] = origin[2] = 0;
5879 originhack[0] = originhack[1] = originhack[2] = 0;
5880 angles[0] = angles[1] = angles[2] = 0;
5881 color[0] = color[1] = color[2] = 1;
5882 light[0] = light[1] = light[2] = 1;light[3] = 300;
5883 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5893 if (!COM_ParseToken_Simple(&data, false, false))
5895 if (com_token[0] == '}')
5896 break; // end of entity
5897 if (com_token[0] == '_')
5898 strlcpy(key, com_token + 1, sizeof(key));
5900 strlcpy(key, com_token, sizeof(key));
5901 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5902 key[strlen(key)-1] = 0;
5903 if (!COM_ParseToken_Simple(&data, false, false))
5905 strlcpy(value, com_token, sizeof(value));
5907 // now that we have the key pair worked out...
5908 if (!strcmp("light", key))
5910 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5914 light[0] = vec[0] * (1.0f / 256.0f);
5915 light[1] = vec[0] * (1.0f / 256.0f);
5916 light[2] = vec[0] * (1.0f / 256.0f);
5922 light[0] = vec[0] * (1.0f / 255.0f);
5923 light[1] = vec[1] * (1.0f / 255.0f);
5924 light[2] = vec[2] * (1.0f / 255.0f);
5928 else if (!strcmp("delay", key))
5930 else if (!strcmp("origin", key))
5931 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5932 else if (!strcmp("angle", key))
5933 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5934 else if (!strcmp("angles", key))
5935 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5936 else if (!strcmp("color", key))
5937 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5938 else if (!strcmp("wait", key))
5939 fadescale = atof(value);
5940 else if (!strcmp("classname", key))
5942 if (!strncmp(value, "light", 5))
5945 if (!strcmp(value, "light_fluoro"))
5950 overridecolor[0] = 1;
5951 overridecolor[1] = 1;
5952 overridecolor[2] = 1;
5954 if (!strcmp(value, "light_fluorospark"))
5959 overridecolor[0] = 1;
5960 overridecolor[1] = 1;
5961 overridecolor[2] = 1;
5963 if (!strcmp(value, "light_globe"))
5968 overridecolor[0] = 1;
5969 overridecolor[1] = 0.8;
5970 overridecolor[2] = 0.4;
5972 if (!strcmp(value, "light_flame_large_yellow"))
5977 overridecolor[0] = 1;
5978 overridecolor[1] = 0.5;
5979 overridecolor[2] = 0.1;
5981 if (!strcmp(value, "light_flame_small_yellow"))
5986 overridecolor[0] = 1;
5987 overridecolor[1] = 0.5;
5988 overridecolor[2] = 0.1;
5990 if (!strcmp(value, "light_torch_small_white"))
5995 overridecolor[0] = 1;
5996 overridecolor[1] = 0.5;
5997 overridecolor[2] = 0.1;
5999 if (!strcmp(value, "light_torch_small_walltorch"))
6004 overridecolor[0] = 1;
6005 overridecolor[1] = 0.5;
6006 overridecolor[2] = 0.1;
6010 else if (!strcmp("style", key))
6011 style = atoi(value);
6012 else if (!strcmp("skin", key))
6013 skin = (int)atof(value);
6014 else if (!strcmp("pflags", key))
6015 pflags = (int)atof(value);
6016 //else if (!strcmp("effects", key))
6017 // effects = (int)atof(value);
6018 else if (cl.worldmodel->type == mod_brushq3)
6020 if (!strcmp("scale", key))
6021 lightscale = atof(value);
6022 if (!strcmp("fade", key))
6023 fadescale = atof(value);
6028 if (lightscale <= 0)
6032 if (color[0] == color[1] && color[0] == color[2])
6034 color[0] *= overridecolor[0];
6035 color[1] *= overridecolor[1];
6036 color[2] *= overridecolor[2];
6038 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6039 color[0] = color[0] * light[0];
6040 color[1] = color[1] * light[1];
6041 color[2] = color[2] * light[2];
6044 case LIGHTTYPE_MINUSX:
6046 case LIGHTTYPE_RECIPX:
6048 VectorScale(color, (1.0f / 16.0f), color);
6050 case LIGHTTYPE_RECIPXX:
6052 VectorScale(color, (1.0f / 16.0f), color);
6055 case LIGHTTYPE_NONE:
6059 case LIGHTTYPE_MINUSXX:
6062 VectorAdd(origin, originhack, origin);
6064 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6067 Mem_Free(entfiledata);
6071 void R_Shadow_SetCursorLocationForView(void)
6074 vec3_t dest, endpos;
6076 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6077 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6078 if (trace.fraction < 1)
6080 dist = trace.fraction * r_editlights_cursordistance.value;
6081 push = r_editlights_cursorpushback.value;
6085 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6086 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6090 VectorClear( endpos );
6092 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6093 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6094 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6097 void R_Shadow_UpdateWorldLightSelection(void)
6099 if (r_editlights.integer)
6101 R_Shadow_SetCursorLocationForView();
6102 R_Shadow_SelectLightInView();
6105 R_Shadow_SelectLight(NULL);
6108 void R_Shadow_EditLights_Clear_f(void)
6110 R_Shadow_ClearWorldLights();
6113 void R_Shadow_EditLights_Reload_f(void)
6117 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6118 R_Shadow_ClearWorldLights();
6119 R_Shadow_LoadWorldLights();
6120 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6122 R_Shadow_LoadLightsFile();
6123 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6124 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6128 void R_Shadow_EditLights_Save_f(void)
6132 R_Shadow_SaveWorldLights();
6135 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6137 R_Shadow_ClearWorldLights();
6138 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6141 void R_Shadow_EditLights_ImportLightsFile_f(void)
6143 R_Shadow_ClearWorldLights();
6144 R_Shadow_LoadLightsFile();
6147 void R_Shadow_EditLights_Spawn_f(void)
6150 if (!r_editlights.integer)
6152 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6155 if (Cmd_Argc() != 1)
6157 Con_Print("r_editlights_spawn does not take parameters\n");
6160 color[0] = color[1] = color[2] = 1;
6161 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6164 void R_Shadow_EditLights_Edit_f(void)
6166 vec3_t origin, angles, color;
6167 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6168 int style, shadows, flags, normalmode, realtimemode;
6169 char cubemapname[MAX_INPUTLINE];
6170 if (!r_editlights.integer)
6172 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6175 if (!r_shadow_selectedlight)
6177 Con_Print("No selected light.\n");
6180 VectorCopy(r_shadow_selectedlight->origin, origin);
6181 VectorCopy(r_shadow_selectedlight->angles, angles);
6182 VectorCopy(r_shadow_selectedlight->color, color);
6183 radius = r_shadow_selectedlight->radius;
6184 style = r_shadow_selectedlight->style;
6185 if (r_shadow_selectedlight->cubemapname)
6186 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6189 shadows = r_shadow_selectedlight->shadow;
6190 corona = r_shadow_selectedlight->corona;
6191 coronasizescale = r_shadow_selectedlight->coronasizescale;
6192 ambientscale = r_shadow_selectedlight->ambientscale;
6193 diffusescale = r_shadow_selectedlight->diffusescale;
6194 specularscale = r_shadow_selectedlight->specularscale;
6195 flags = r_shadow_selectedlight->flags;
6196 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6197 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6198 if (!strcmp(Cmd_Argv(1), "origin"))
6200 if (Cmd_Argc() != 5)
6202 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6205 origin[0] = atof(Cmd_Argv(2));
6206 origin[1] = atof(Cmd_Argv(3));
6207 origin[2] = atof(Cmd_Argv(4));
6209 else if (!strcmp(Cmd_Argv(1), "originscale"))
6211 if (Cmd_Argc() != 5)
6213 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6216 origin[0] *= atof(Cmd_Argv(2));
6217 origin[1] *= atof(Cmd_Argv(3));
6218 origin[2] *= atof(Cmd_Argv(4));
6220 else if (!strcmp(Cmd_Argv(1), "originx"))
6222 if (Cmd_Argc() != 3)
6224 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6227 origin[0] = atof(Cmd_Argv(2));
6229 else if (!strcmp(Cmd_Argv(1), "originy"))
6231 if (Cmd_Argc() != 3)
6233 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6236 origin[1] = atof(Cmd_Argv(2));
6238 else if (!strcmp(Cmd_Argv(1), "originz"))
6240 if (Cmd_Argc() != 3)
6242 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6245 origin[2] = atof(Cmd_Argv(2));
6247 else if (!strcmp(Cmd_Argv(1), "move"))
6249 if (Cmd_Argc() != 5)
6251 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6254 origin[0] += atof(Cmd_Argv(2));
6255 origin[1] += atof(Cmd_Argv(3));
6256 origin[2] += atof(Cmd_Argv(4));
6258 else if (!strcmp(Cmd_Argv(1), "movex"))
6260 if (Cmd_Argc() != 3)
6262 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6265 origin[0] += atof(Cmd_Argv(2));
6267 else if (!strcmp(Cmd_Argv(1), "movey"))
6269 if (Cmd_Argc() != 3)
6271 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6274 origin[1] += atof(Cmd_Argv(2));
6276 else if (!strcmp(Cmd_Argv(1), "movez"))
6278 if (Cmd_Argc() != 3)
6280 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6283 origin[2] += atof(Cmd_Argv(2));
6285 else if (!strcmp(Cmd_Argv(1), "angles"))
6287 if (Cmd_Argc() != 5)
6289 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6292 angles[0] = atof(Cmd_Argv(2));
6293 angles[1] = atof(Cmd_Argv(3));
6294 angles[2] = atof(Cmd_Argv(4));
6296 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6298 if (Cmd_Argc() != 3)
6300 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6303 angles[0] = atof(Cmd_Argv(2));
6305 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6307 if (Cmd_Argc() != 3)
6309 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6312 angles[1] = atof(Cmd_Argv(2));
6314 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6316 if (Cmd_Argc() != 3)
6318 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6321 angles[2] = atof(Cmd_Argv(2));
6323 else if (!strcmp(Cmd_Argv(1), "color"))
6325 if (Cmd_Argc() != 5)
6327 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6330 color[0] = atof(Cmd_Argv(2));
6331 color[1] = atof(Cmd_Argv(3));
6332 color[2] = atof(Cmd_Argv(4));
6334 else if (!strcmp(Cmd_Argv(1), "radius"))
6336 if (Cmd_Argc() != 3)
6338 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6341 radius = atof(Cmd_Argv(2));
6343 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6345 if (Cmd_Argc() == 3)
6347 double scale = atof(Cmd_Argv(2));
6354 if (Cmd_Argc() != 5)
6356 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6359 color[0] *= atof(Cmd_Argv(2));
6360 color[1] *= atof(Cmd_Argv(3));
6361 color[2] *= atof(Cmd_Argv(4));
6364 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6366 if (Cmd_Argc() != 3)
6368 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6371 radius *= atof(Cmd_Argv(2));
6373 else if (!strcmp(Cmd_Argv(1), "style"))
6375 if (Cmd_Argc() != 3)
6377 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6380 style = atoi(Cmd_Argv(2));
6382 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6386 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6389 if (Cmd_Argc() == 3)
6390 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6394 else if (!strcmp(Cmd_Argv(1), "shadows"))
6396 if (Cmd_Argc() != 3)
6398 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6401 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6403 else if (!strcmp(Cmd_Argv(1), "corona"))
6405 if (Cmd_Argc() != 3)
6407 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6410 corona = atof(Cmd_Argv(2));
6412 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6414 if (Cmd_Argc() != 3)
6416 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6419 coronasizescale = atof(Cmd_Argv(2));
6421 else if (!strcmp(Cmd_Argv(1), "ambient"))
6423 if (Cmd_Argc() != 3)
6425 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6428 ambientscale = atof(Cmd_Argv(2));
6430 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6432 if (Cmd_Argc() != 3)
6434 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6437 diffusescale = atof(Cmd_Argv(2));
6439 else if (!strcmp(Cmd_Argv(1), "specular"))
6441 if (Cmd_Argc() != 3)
6443 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6446 specularscale = atof(Cmd_Argv(2));
6448 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6450 if (Cmd_Argc() != 3)
6452 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6455 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6457 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6459 if (Cmd_Argc() != 3)
6461 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6464 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6468 Con_Print("usage: r_editlights_edit [property] [value]\n");
6469 Con_Print("Selected light's properties:\n");
6470 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6471 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6472 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6473 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6474 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6475 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6476 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6477 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6478 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6479 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6480 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6481 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6482 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6483 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6486 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6487 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6490 void R_Shadow_EditLights_EditAll_f(void)
6493 dlight_t *light, *oldselected;
6496 if (!r_editlights.integer)
6498 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6502 oldselected = r_shadow_selectedlight;
6503 // EditLights doesn't seem to have a "remove" command or something so:
6504 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6505 for (lightindex = 0;lightindex < range;lightindex++)
6507 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6510 R_Shadow_SelectLight(light);
6511 R_Shadow_EditLights_Edit_f();
6513 // return to old selected (to not mess editing once selection is locked)
6514 R_Shadow_SelectLight(oldselected);
6517 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6519 int lightnumber, lightcount;
6520 size_t lightindex, range;
6524 if (!r_editlights.integer)
6526 x = vid_conwidth.value - 240;
6528 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6531 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6532 for (lightindex = 0;lightindex < range;lightindex++)
6534 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6537 if (light == r_shadow_selectedlight)
6538 lightnumber = lightindex;
6541 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6542 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6544 if (r_shadow_selectedlight == NULL)
6546 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6547 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6548 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6549 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6550 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6551 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6552 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6553 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6554 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6555 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6556 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6557 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6558 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6559 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6560 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6563 void R_Shadow_EditLights_ToggleShadow_f(void)
6565 if (!r_editlights.integer)
6567 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6570 if (!r_shadow_selectedlight)
6572 Con_Print("No selected light.\n");
6575 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
6578 void R_Shadow_EditLights_ToggleCorona_f(void)
6580 if (!r_editlights.integer)
6582 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6585 if (!r_shadow_selectedlight)
6587 Con_Print("No selected light.\n");
6590 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
6593 void R_Shadow_EditLights_Remove_f(void)
6595 if (!r_editlights.integer)
6597 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6600 if (!r_shadow_selectedlight)
6602 Con_Print("No selected light.\n");
6605 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6606 r_shadow_selectedlight = NULL;
6609 void R_Shadow_EditLights_Help_f(void)
6612 "Documentation on r_editlights system:\n"
6614 "r_editlights : enable/disable editing mode\n"
6615 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6616 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6617 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6618 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6619 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6621 "r_editlights_help : this help\n"
6622 "r_editlights_clear : remove all lights\n"
6623 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6624 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6625 "r_editlights_save : save to .rtlights file\n"
6626 "r_editlights_spawn : create a light with default settings\n"
6627 "r_editlights_edit command : edit selected light - more documentation below\n"
6628 "r_editlights_remove : remove selected light\n"
6629 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6630 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6631 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6633 "origin x y z : set light location\n"
6634 "originx x: set x component of light location\n"
6635 "originy y: set y component of light location\n"
6636 "originz z: set z component of light location\n"
6637 "move x y z : adjust light location\n"
6638 "movex x: adjust x component of light location\n"
6639 "movey y: adjust y component of light location\n"
6640 "movez z: adjust z component of light location\n"
6641 "angles x y z : set light angles\n"
6642 "anglesx x: set x component of light angles\n"
6643 "anglesy y: set y component of light angles\n"
6644 "anglesz z: set z component of light angles\n"
6645 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6646 "radius radius : set radius (size) of light\n"
6647 "colorscale grey : multiply color of light (1 does nothing)\n"
6648 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6649 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6650 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6651 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6652 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6653 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6654 "shadows 1/0 : turn on/off shadows\n"
6655 "corona n : set corona intensity\n"
6656 "coronasize n : set corona size (0-1)\n"
6657 "ambient n : set ambient intensity (0-1)\n"
6658 "diffuse n : set diffuse intensity (0-1)\n"
6659 "specular n : set specular intensity (0-1)\n"
6660 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6661 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6662 "<nothing> : print light properties to console\n"
6666 void R_Shadow_EditLights_CopyInfo_f(void)
6668 if (!r_editlights.integer)
6670 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6673 if (!r_shadow_selectedlight)
6675 Con_Print("No selected light.\n");
6678 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6679 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6680 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6681 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6682 if (r_shadow_selectedlight->cubemapname)
6683 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6685 r_shadow_bufferlight.cubemapname[0] = 0;
6686 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6687 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6688 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6689 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6690 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6691 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6692 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6695 void R_Shadow_EditLights_PasteInfo_f(void)
6697 if (!r_editlights.integer)
6699 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6702 if (!r_shadow_selectedlight)
6704 Con_Print("No selected light.\n");
6707 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
6710 void R_Shadow_EditLights_Lock_f(void)
6712 if (!r_editlights.integer)
6714 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6717 if (r_editlights_lockcursor)
6719 r_editlights_lockcursor = false;
6722 if (!r_shadow_selectedlight)
6724 Con_Print("No selected light to lock on.\n");
6727 r_editlights_lockcursor = true;
6730 void R_Shadow_EditLights_Init(void)
6732 Cvar_RegisterVariable(&r_editlights);
6733 Cvar_RegisterVariable(&r_editlights_cursordistance);
6734 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6735 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6736 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6737 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6738 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6739 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6740 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
6741 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6742 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6743 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6744 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
6745 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6746 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6747 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6748 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6749 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6750 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6751 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6752 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6758 =============================================================================
6762 =============================================================================
6765 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6767 int i, numlights, flag;
6768 float f, relativepoint[3], dist, dist2, lightradius2;
6773 if (r_fullbright.integer)
6775 VectorSet(color, 1, 1, 1);
6781 if (flags & LP_LIGHTMAP)
6783 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6785 VectorClear(diffuse);
6786 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6787 VectorAdd(color, diffuse, color);
6790 VectorSet(color, 1, 1, 1);
6791 color[0] += r_refdef.scene.ambient;
6792 color[1] += r_refdef.scene.ambient;
6793 color[2] += r_refdef.scene.ambient;
6796 if (flags & LP_RTWORLD)
6798 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6799 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6800 for (i = 0; i < numlights; i++)
6802 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6805 light = &dlight->rtlight;
6806 if (!(light->flags & flag))
6809 lightradius2 = light->radius * light->radius;
6810 VectorSubtract(light->shadoworigin, p, relativepoint);
6811 dist2 = VectorLength2(relativepoint);
6812 if (dist2 >= lightradius2)
6814 dist = sqrt(dist2) / light->radius;
6815 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6818 // todo: add to both ambient and diffuse
6819 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6820 VectorMA(color, f, light->currentcolor, color);
6823 if (flags & LP_DYNLIGHT)
6826 for (i = 0;i < r_refdef.scene.numlights;i++)
6828 light = r_refdef.scene.lights[i];
6830 lightradius2 = light->radius * light->radius;
6831 VectorSubtract(light->shadoworigin, p, relativepoint);
6832 dist2 = VectorLength2(relativepoint);
6833 if (dist2 >= lightradius2)
6835 dist = sqrt(dist2) / light->radius;
6836 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6839 // todo: add to both ambient and diffuse
6840 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6841 VectorMA(color, f, light->color, color);
6846 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6848 int i, numlights, flag;
6851 float relativepoint[3];
6860 if (r_fullbright.integer)
6862 VectorSet(ambient, 1, 1, 1);
6863 VectorClear(diffuse);
6864 VectorClear(lightdir);
6868 if (flags == LP_LIGHTMAP)
6870 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6871 VectorClear(diffuse);
6872 VectorClear(lightdir);
6873 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6874 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6876 VectorSet(ambient, 1, 1, 1);
6880 memset(sample, 0, sizeof(sample));
6881 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6883 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6886 VectorClear(tempambient);
6888 VectorClear(relativepoint);
6889 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6890 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6891 VectorScale(color, r_refdef.lightmapintensity, color);
6892 VectorAdd(sample, tempambient, sample);
6893 VectorMA(sample , 0.5f , color, sample );
6894 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6895 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6896 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6897 // calculate a weighted average light direction as well
6898 intensity = VectorLength(color);
6899 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6902 if (flags & LP_RTWORLD)
6904 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6905 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6906 for (i = 0; i < numlights; i++)
6908 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6911 light = &dlight->rtlight;
6912 if (!(light->flags & flag))
6915 lightradius2 = light->radius * light->radius;
6916 VectorSubtract(light->shadoworigin, p, relativepoint);
6917 dist2 = VectorLength2(relativepoint);
6918 if (dist2 >= lightradius2)
6920 dist = sqrt(dist2) / light->radius;
6921 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6922 if (intensity <= 0.0f)
6924 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6926 // scale down intensity to add to both ambient and diffuse
6927 //intensity *= 0.5f;
6928 VectorNormalize(relativepoint);
6929 VectorScale(light->currentcolor, intensity, color);
6930 VectorMA(sample , 0.5f , color, sample );
6931 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6932 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6933 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6934 // calculate a weighted average light direction as well
6935 intensity *= VectorLength(color);
6936 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6940 if (flags & LP_DYNLIGHT)
6943 for (i = 0;i < r_refdef.scene.numlights;i++)
6945 light = r_refdef.scene.lights[i];
6947 lightradius2 = light->radius * light->radius;
6948 VectorSubtract(light->shadoworigin, p, relativepoint);
6949 dist2 = VectorLength2(relativepoint);
6950 if (dist2 >= lightradius2)
6952 dist = sqrt(dist2) / light->radius;
6953 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6954 if (intensity <= 0.0f)
6956 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6958 // scale down intensity to add to both ambient and diffuse
6959 //intensity *= 0.5f;
6960 VectorNormalize(relativepoint);
6961 VectorScale(light->currentcolor, intensity, color);
6962 VectorMA(sample , 0.5f , color, sample );
6963 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6964 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6965 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6966 // calculate a weighted average light direction as well
6967 intensity *= VectorLength(color);
6968 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6972 // calculate the direction we'll use to reduce the sample to a directional light source
6973 VectorCopy(sample + 12, dir);
6974 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6975 VectorNormalize(dir);
6976 // extract the diffuse color along the chosen direction and scale it
6977 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6978 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6979 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6980 // subtract some of diffuse from ambient
6981 VectorMA(sample, -0.333f, diffuse, ambient);
6982 // store the normalized lightdir
6983 VectorCopy(dir, lightdir);