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 GL_BlendEquationSubtract(true);
3356 RSurf_SetupDepthAndCulling();
3357 switch (r_shadow_rendermode)
3359 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3360 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3361 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3363 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3364 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3366 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3367 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3368 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3369 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3370 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3373 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3377 GL_BlendEquationSubtract(false);
3380 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)
3382 matrix4x4_t tempmatrix = *matrix;
3383 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3385 // if this light has been compiled before, free the associated data
3386 R_RTLight_Uncompile(rtlight);
3388 // clear it completely to avoid any lingering data
3389 memset(rtlight, 0, sizeof(*rtlight));
3391 // copy the properties
3392 rtlight->matrix_lighttoworld = tempmatrix;
3393 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3394 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3395 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3396 VectorCopy(color, rtlight->color);
3397 rtlight->cubemapname[0] = 0;
3398 if (cubemapname && cubemapname[0])
3399 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3400 rtlight->shadow = shadow;
3401 rtlight->corona = corona;
3402 rtlight->style = style;
3403 rtlight->isstatic = isstatic;
3404 rtlight->coronasizescale = coronasizescale;
3405 rtlight->ambientscale = ambientscale;
3406 rtlight->diffusescale = diffusescale;
3407 rtlight->specularscale = specularscale;
3408 rtlight->flags = flags;
3410 // compute derived data
3411 //rtlight->cullradius = rtlight->radius;
3412 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3413 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3414 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3415 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3416 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3417 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3418 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3421 // compiles rtlight geometry
3422 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3423 void R_RTLight_Compile(rtlight_t *rtlight)
3426 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3427 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3428 entity_render_t *ent = r_refdef.scene.worldentity;
3429 dp_model_t *model = r_refdef.scene.worldmodel;
3430 unsigned char *data;
3433 // compile the light
3434 rtlight->compiled = true;
3435 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3436 rtlight->static_numleafs = 0;
3437 rtlight->static_numleafpvsbytes = 0;
3438 rtlight->static_leaflist = NULL;
3439 rtlight->static_leafpvs = NULL;
3440 rtlight->static_numsurfaces = 0;
3441 rtlight->static_surfacelist = NULL;
3442 rtlight->static_shadowmap_receivers = 0x3F;
3443 rtlight->static_shadowmap_casters = 0x3F;
3444 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3445 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3446 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3447 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3448 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3449 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3451 if (model && model->GetLightInfo)
3453 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3454 r_shadow_compilingrtlight = rtlight;
3455 R_FrameData_SetMark();
3456 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);
3457 R_FrameData_ReturnToMark();
3458 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3459 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3460 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3461 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3462 rtlight->static_numsurfaces = numsurfaces;
3463 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3464 rtlight->static_numleafs = numleafs;
3465 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3466 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3467 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3468 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3469 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3470 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3471 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3472 if (rtlight->static_numsurfaces)
3473 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3474 if (rtlight->static_numleafs)
3475 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3476 if (rtlight->static_numleafpvsbytes)
3477 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3478 if (rtlight->static_numshadowtrispvsbytes)
3479 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3480 if (rtlight->static_numlighttrispvsbytes)
3481 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3482 R_FrameData_SetMark();
3483 switch (rtlight->shadowmode)
3485 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3486 if (model->CompileShadowMap && rtlight->shadow)
3487 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3490 if (model->CompileShadowVolume && rtlight->shadow)
3491 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3494 R_FrameData_ReturnToMark();
3495 // now we're done compiling the rtlight
3496 r_shadow_compilingrtlight = NULL;
3500 // use smallest available cullradius - box radius or light radius
3501 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3502 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3504 shadowzpasstris = 0;
3505 if (rtlight->static_meshchain_shadow_zpass)
3506 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3507 shadowzpasstris += mesh->numtriangles;
3509 shadowzfailtris = 0;
3510 if (rtlight->static_meshchain_shadow_zfail)
3511 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3512 shadowzfailtris += mesh->numtriangles;
3515 if (rtlight->static_numlighttrispvsbytes)
3516 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3517 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3521 if (rtlight->static_numlighttrispvsbytes)
3522 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3523 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3526 if (developer_extra.integer)
3527 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);
3530 void R_RTLight_Uncompile(rtlight_t *rtlight)
3532 if (rtlight->compiled)
3534 if (rtlight->static_meshchain_shadow_zpass)
3535 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3536 rtlight->static_meshchain_shadow_zpass = NULL;
3537 if (rtlight->static_meshchain_shadow_zfail)
3538 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3539 rtlight->static_meshchain_shadow_zfail = NULL;
3540 if (rtlight->static_meshchain_shadow_shadowmap)
3541 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3542 rtlight->static_meshchain_shadow_shadowmap = NULL;
3543 // these allocations are grouped
3544 if (rtlight->static_surfacelist)
3545 Mem_Free(rtlight->static_surfacelist);
3546 rtlight->static_numleafs = 0;
3547 rtlight->static_numleafpvsbytes = 0;
3548 rtlight->static_leaflist = NULL;
3549 rtlight->static_leafpvs = NULL;
3550 rtlight->static_numsurfaces = 0;
3551 rtlight->static_surfacelist = NULL;
3552 rtlight->static_numshadowtrispvsbytes = 0;
3553 rtlight->static_shadowtrispvs = NULL;
3554 rtlight->static_numlighttrispvsbytes = 0;
3555 rtlight->static_lighttrispvs = NULL;
3556 rtlight->compiled = false;
3560 void R_Shadow_UncompileWorldLights(void)
3564 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3565 for (lightindex = 0;lightindex < range;lightindex++)
3567 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3570 R_RTLight_Uncompile(&light->rtlight);
3574 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3578 // reset the count of frustum planes
3579 // see rtlight->cached_frustumplanes definition for how much this array
3581 rtlight->cached_numfrustumplanes = 0;
3583 if (r_trippy.integer)
3586 // haven't implemented a culling path for ortho rendering
3587 if (!r_refdef.view.useperspective)
3589 // check if the light is on screen and copy the 4 planes if it is
3590 for (i = 0;i < 4;i++)
3591 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3594 for (i = 0;i < 4;i++)
3595 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3600 // generate a deformed frustum that includes the light origin, this is
3601 // used to cull shadow casting surfaces that can not possibly cast a
3602 // shadow onto the visible light-receiving surfaces, which can be a
3605 // if the light origin is onscreen the result will be 4 planes exactly
3606 // if the light origin is offscreen on only one axis the result will
3607 // be exactly 5 planes (split-side case)
3608 // if the light origin is offscreen on two axes the result will be
3609 // exactly 4 planes (stretched corner case)
3610 for (i = 0;i < 4;i++)
3612 // quickly reject standard frustum planes that put the light
3613 // origin outside the frustum
3614 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3617 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3619 // if all the standard frustum planes were accepted, the light is onscreen
3620 // otherwise we need to generate some more planes below...
3621 if (rtlight->cached_numfrustumplanes < 4)
3623 // at least one of the stock frustum planes failed, so we need to
3624 // create one or two custom planes to enclose the light origin
3625 for (i = 0;i < 4;i++)
3627 // create a plane using the view origin and light origin, and a
3628 // single point from the frustum corner set
3629 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3630 VectorNormalize(plane.normal);
3631 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3632 // see if this plane is backwards and flip it if so
3633 for (j = 0;j < 4;j++)
3634 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3638 VectorNegate(plane.normal, plane.normal);
3640 // flipped plane, test again to see if it is now valid
3641 for (j = 0;j < 4;j++)
3642 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3644 // if the plane is still not valid, then it is dividing the
3645 // frustum and has to be rejected
3649 // we have created a valid plane, compute extra info
3650 PlaneClassify(&plane);
3652 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3654 // if we've found 5 frustum planes then we have constructed a
3655 // proper split-side case and do not need to keep searching for
3656 // planes to enclose the light origin
3657 if (rtlight->cached_numfrustumplanes == 5)
3665 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3667 plane = rtlight->cached_frustumplanes[i];
3668 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));
3673 // now add the light-space box planes if the light box is rotated, as any
3674 // caster outside the oriented light box is irrelevant (even if it passed
3675 // the worldspace light box, which is axial)
3676 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3678 for (i = 0;i < 6;i++)
3682 v[i >> 1] = (i & 1) ? -1 : 1;
3683 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3684 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3685 plane.dist = VectorNormalizeLength(plane.normal);
3686 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3687 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3693 // add the world-space reduced box planes
3694 for (i = 0;i < 6;i++)
3696 VectorClear(plane.normal);
3697 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3698 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3699 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3708 // reduce all plane distances to tightly fit the rtlight cull box, which
3710 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3711 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3712 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3713 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3714 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3715 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3716 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3717 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3718 oldnum = rtlight->cached_numfrustumplanes;
3719 rtlight->cached_numfrustumplanes = 0;
3720 for (j = 0;j < oldnum;j++)
3722 // find the nearest point on the box to this plane
3723 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3724 for (i = 1;i < 8;i++)
3726 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3727 if (bestdist > dist)
3730 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);
3731 // if the nearest point is near or behind the plane, we want this
3732 // plane, otherwise the plane is useless as it won't cull anything
3733 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3735 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3736 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3743 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3747 RSurf_ActiveWorldEntity();
3749 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3752 GL_CullFace(GL_NONE);
3753 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3754 for (;mesh;mesh = mesh->next)
3756 if (!mesh->sidetotals[r_shadow_shadowmapside])
3758 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3759 if (mesh->vertex3fbuffer)
3760 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3762 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3763 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);
3767 else if (r_refdef.scene.worldentity->model)
3768 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);
3770 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3773 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3775 qboolean zpass = false;
3778 int surfacelistindex;
3779 msurface_t *surface;
3781 // if triangle neighbors are disabled, shadowvolumes are disabled
3782 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3785 RSurf_ActiveWorldEntity();
3787 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3790 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3792 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3793 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3795 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3796 for (;mesh;mesh = mesh->next)
3798 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3799 if (mesh->vertex3fbuffer)
3800 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3802 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3803 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3805 // increment stencil if frontface is infront of depthbuffer
3806 GL_CullFace(r_refdef.view.cullface_back);
3807 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3808 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);
3809 // decrement stencil if backface is infront of depthbuffer
3810 GL_CullFace(r_refdef.view.cullface_front);
3811 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3813 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3815 // decrement stencil if backface is behind depthbuffer
3816 GL_CullFace(r_refdef.view.cullface_front);
3817 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3818 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);
3819 // increment stencil if frontface is behind depthbuffer
3820 GL_CullFace(r_refdef.view.cullface_back);
3821 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3823 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);
3827 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3829 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3830 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3831 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3833 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3834 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3835 if (CHECKPVSBIT(trispvs, t))
3836 shadowmarklist[numshadowmark++] = t;
3838 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);
3840 else if (numsurfaces)
3842 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);
3845 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3848 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3850 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3851 vec_t relativeshadowradius;
3852 RSurf_ActiveModelEntity(ent, false, false, false);
3853 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3854 // we need to re-init the shader for each entity because the matrix changed
3855 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3856 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3857 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3858 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3859 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3860 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3861 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3862 switch (r_shadow_rendermode)
3864 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3865 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3868 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3871 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3874 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3876 // set up properties for rendering light onto this entity
3877 RSurf_ActiveModelEntity(ent, true, true, false);
3878 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3879 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3880 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3881 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3884 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3886 if (!r_refdef.scene.worldmodel->DrawLight)
3889 // set up properties for rendering light onto this entity
3890 RSurf_ActiveWorldEntity();
3891 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3892 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3893 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3894 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3896 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3898 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3901 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3903 dp_model_t *model = ent->model;
3904 if (!model->DrawLight)
3907 R_Shadow_SetupEntityLight(ent);
3909 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3911 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3914 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3918 int numleafs, numsurfaces;
3919 int *leaflist, *surfacelist;
3920 unsigned char *leafpvs;
3921 unsigned char *shadowtrispvs;
3922 unsigned char *lighttrispvs;
3923 //unsigned char *surfacesides;
3924 int numlightentities;
3925 int numlightentities_noselfshadow;
3926 int numshadowentities;
3927 int numshadowentities_noselfshadow;
3928 static entity_render_t *lightentities[MAX_EDICTS];
3929 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3930 static entity_render_t *shadowentities[MAX_EDICTS];
3931 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3934 rtlight->draw = false;
3936 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3937 // skip lights that are basically invisible (color 0 0 0)
3938 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3940 // loading is done before visibility checks because loading should happen
3941 // all at once at the start of a level, not when it stalls gameplay.
3942 // (especially important to benchmarks)
3944 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3946 if (rtlight->compiled)
3947 R_RTLight_Uncompile(rtlight);
3948 R_RTLight_Compile(rtlight);
3952 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3954 // look up the light style value at this time
3955 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3956 VectorScale(rtlight->color, f, rtlight->currentcolor);
3958 if (rtlight->selected)
3960 f = 2 + sin(realtime * M_PI * 4.0);
3961 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3965 // if lightstyle is currently off, don't draw the light
3966 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3969 // skip processing on corona-only lights
3973 // if the light box is offscreen, skip it
3974 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3977 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3978 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3980 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3982 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3984 // compiled light, world available and can receive realtime lighting
3985 // retrieve leaf information
3986 numleafs = rtlight->static_numleafs;
3987 leaflist = rtlight->static_leaflist;
3988 leafpvs = rtlight->static_leafpvs;
3989 numsurfaces = rtlight->static_numsurfaces;
3990 surfacelist = rtlight->static_surfacelist;
3991 //surfacesides = NULL;
3992 shadowtrispvs = rtlight->static_shadowtrispvs;
3993 lighttrispvs = rtlight->static_lighttrispvs;
3995 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3997 // dynamic light, world available and can receive realtime lighting
3998 // calculate lit surfaces and leafs
3999 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);
4000 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4001 leaflist = r_shadow_buffer_leaflist;
4002 leafpvs = r_shadow_buffer_leafpvs;
4003 surfacelist = r_shadow_buffer_surfacelist;
4004 //surfacesides = r_shadow_buffer_surfacesides;
4005 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4006 lighttrispvs = r_shadow_buffer_lighttrispvs;
4007 // if the reduced leaf bounds are offscreen, skip it
4008 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4019 //surfacesides = NULL;
4020 shadowtrispvs = NULL;
4021 lighttrispvs = NULL;
4023 // check if light is illuminating any visible leafs
4026 for (i = 0;i < numleafs;i++)
4027 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4033 // make a list of lit entities and shadow casting entities
4034 numlightentities = 0;
4035 numlightentities_noselfshadow = 0;
4036 numshadowentities = 0;
4037 numshadowentities_noselfshadow = 0;
4039 // add dynamic entities that are lit by the light
4040 for (i = 0;i < r_refdef.scene.numentities;i++)
4043 entity_render_t *ent = r_refdef.scene.entities[i];
4045 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4047 // skip the object entirely if it is not within the valid
4048 // shadow-casting region (which includes the lit region)
4049 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4051 if (!(model = ent->model))
4053 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4055 // this entity wants to receive light, is visible, and is
4056 // inside the light box
4057 // TODO: check if the surfaces in the model can receive light
4058 // so now check if it's in a leaf seen by the light
4059 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))
4061 if (ent->flags & RENDER_NOSELFSHADOW)
4062 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4064 lightentities[numlightentities++] = ent;
4065 // since it is lit, it probably also casts a shadow...
4066 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4067 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4068 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4070 // note: exterior models without the RENDER_NOSELFSHADOW
4071 // flag still create a RENDER_NOSELFSHADOW shadow but
4072 // are lit normally, this means that they are
4073 // self-shadowing but do not shadow other
4074 // RENDER_NOSELFSHADOW entities such as the gun
4075 // (very weird, but keeps the player shadow off the gun)
4076 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4077 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4079 shadowentities[numshadowentities++] = ent;
4082 else if (ent->flags & RENDER_SHADOW)
4084 // this entity is not receiving light, but may still need to
4086 // TODO: check if the surfaces in the model can cast shadow
4087 // now check if it is in a leaf seen by the light
4088 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))
4090 // about the VectorDistance2 - light emitting entities should not cast their own shadow
4091 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4092 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4094 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4095 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4097 shadowentities[numshadowentities++] = ent;
4102 // return if there's nothing at all to light
4103 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4106 // count this light in the r_speeds
4107 r_refdef.stats.lights++;
4109 // flag it as worth drawing later
4110 rtlight->draw = true;
4112 // cache all the animated entities that cast a shadow but are not visible
4113 for (i = 0;i < numshadowentities;i++)
4114 if (!shadowentities[i]->animcache_vertex3f)
4115 R_AnimCache_GetEntity(shadowentities[i], false, false);
4116 for (i = 0;i < numshadowentities_noselfshadow;i++)
4117 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4118 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4120 // allocate some temporary memory for rendering this light later in the frame
4121 // reusable buffers need to be copied, static data can be used as-is
4122 rtlight->cached_numlightentities = numlightentities;
4123 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
4124 rtlight->cached_numshadowentities = numshadowentities;
4125 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4126 rtlight->cached_numsurfaces = numsurfaces;
4127 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4128 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4129 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4130 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4131 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4133 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4134 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4135 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4136 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4137 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4141 // compiled light data
4142 rtlight->cached_shadowtrispvs = shadowtrispvs;
4143 rtlight->cached_lighttrispvs = lighttrispvs;
4144 rtlight->cached_surfacelist = surfacelist;
4148 void R_Shadow_DrawLight(rtlight_t *rtlight)
4152 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4153 int numlightentities;
4154 int numlightentities_noselfshadow;
4155 int numshadowentities;
4156 int numshadowentities_noselfshadow;
4157 entity_render_t **lightentities;
4158 entity_render_t **lightentities_noselfshadow;
4159 entity_render_t **shadowentities;
4160 entity_render_t **shadowentities_noselfshadow;
4162 static unsigned char entitysides[MAX_EDICTS];
4163 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4164 vec3_t nearestpoint;
4166 qboolean castshadows;
4169 // check if we cached this light this frame (meaning it is worth drawing)
4173 numlightentities = rtlight->cached_numlightentities;
4174 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4175 numshadowentities = rtlight->cached_numshadowentities;
4176 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4177 numsurfaces = rtlight->cached_numsurfaces;
4178 lightentities = rtlight->cached_lightentities;
4179 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4180 shadowentities = rtlight->cached_shadowentities;
4181 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4182 shadowtrispvs = rtlight->cached_shadowtrispvs;
4183 lighttrispvs = rtlight->cached_lighttrispvs;
4184 surfacelist = rtlight->cached_surfacelist;
4186 // set up a scissor rectangle for this light
4187 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4190 // don't let sound skip if going slow
4191 if (r_refdef.scene.extraupdate)
4194 // make this the active rtlight for rendering purposes
4195 R_Shadow_RenderMode_ActiveLight(rtlight);
4197 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4199 // optionally draw visible shape of the shadow volumes
4200 // for performance analysis by level designers
4201 R_Shadow_RenderMode_VisibleShadowVolumes();
4203 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4204 for (i = 0;i < numshadowentities;i++)
4205 R_Shadow_DrawEntityShadow(shadowentities[i]);
4206 for (i = 0;i < numshadowentities_noselfshadow;i++)
4207 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4208 R_Shadow_RenderMode_VisibleLighting(false, false);
4211 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4213 // optionally draw the illuminated areas
4214 // for performance analysis by level designers
4215 R_Shadow_RenderMode_VisibleLighting(false, false);
4217 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4218 for (i = 0;i < numlightentities;i++)
4219 R_Shadow_DrawEntityLight(lightentities[i]);
4220 for (i = 0;i < numlightentities_noselfshadow;i++)
4221 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4224 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4226 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4227 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4228 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4229 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4231 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4232 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4233 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4235 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4241 int receivermask = 0;
4242 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4243 Matrix4x4_Abs(&radiustolight);
4245 r_shadow_shadowmaplod = 0;
4246 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4247 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4248 r_shadow_shadowmaplod = i;
4250 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4252 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4254 surfacesides = NULL;
4257 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4259 castermask = rtlight->static_shadowmap_casters;
4260 receivermask = rtlight->static_shadowmap_receivers;
4264 surfacesides = r_shadow_buffer_surfacesides;
4265 for(i = 0;i < numsurfaces;i++)
4267 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4268 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4269 castermask |= surfacesides[i];
4270 receivermask |= surfacesides[i];
4274 if (receivermask < 0x3F)
4276 for (i = 0;i < numlightentities;i++)
4277 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4278 if (receivermask < 0x3F)
4279 for(i = 0; i < numlightentities_noselfshadow;i++)
4280 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4283 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4287 for (i = 0;i < numshadowentities;i++)
4288 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4289 for (i = 0;i < numshadowentities_noselfshadow;i++)
4290 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4293 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4295 // render shadow casters into 6 sided depth texture
4296 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4298 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4299 if (! (castermask & (1 << side))) continue;
4301 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4302 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4303 R_Shadow_DrawEntityShadow(shadowentities[i]);
4306 if (numlightentities_noselfshadow)
4308 // render lighting using the depth texture as shadowmap
4309 // draw lighting in the unmasked areas
4310 R_Shadow_RenderMode_Lighting(false, false, true);
4311 for (i = 0;i < numlightentities_noselfshadow;i++)
4312 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4315 // render shadow casters into 6 sided depth texture
4316 if (numshadowentities_noselfshadow)
4318 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4320 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4321 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4322 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4326 // render lighting using the depth texture as shadowmap
4327 // draw lighting in the unmasked areas
4328 R_Shadow_RenderMode_Lighting(false, false, true);
4329 // draw lighting in the unmasked areas
4331 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4332 for (i = 0;i < numlightentities;i++)
4333 R_Shadow_DrawEntityLight(lightentities[i]);
4335 else if (castshadows && vid.stencil)
4337 // draw stencil shadow volumes to mask off pixels that are in shadow
4338 // so that they won't receive lighting
4339 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4340 R_Shadow_ClearStencil();
4343 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4344 for (i = 0;i < numshadowentities;i++)
4345 R_Shadow_DrawEntityShadow(shadowentities[i]);
4347 // draw lighting in the unmasked areas
4348 R_Shadow_RenderMode_Lighting(true, false, false);
4349 for (i = 0;i < numlightentities_noselfshadow;i++)
4350 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4352 for (i = 0;i < numshadowentities_noselfshadow;i++)
4353 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4355 // draw lighting in the unmasked areas
4356 R_Shadow_RenderMode_Lighting(true, false, false);
4358 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4359 for (i = 0;i < numlightentities;i++)
4360 R_Shadow_DrawEntityLight(lightentities[i]);
4364 // draw lighting in the unmasked areas
4365 R_Shadow_RenderMode_Lighting(false, false, false);
4367 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4368 for (i = 0;i < numlightentities;i++)
4369 R_Shadow_DrawEntityLight(lightentities[i]);
4370 for (i = 0;i < numlightentities_noselfshadow;i++)
4371 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4374 if (r_shadow_usingdeferredprepass)
4376 // when rendering deferred lighting, we simply rasterize the box
4377 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4378 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4379 else if (castshadows && vid.stencil)
4380 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4382 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4386 static void R_Shadow_FreeDeferred(void)
4388 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4389 r_shadow_prepassgeometryfbo = 0;
4391 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4392 r_shadow_prepasslightingdiffusespecularfbo = 0;
4394 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4395 r_shadow_prepasslightingdiffusefbo = 0;
4397 if (r_shadow_prepassgeometrydepthtexture)
4398 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4399 r_shadow_prepassgeometrydepthtexture = NULL;
4401 if (r_shadow_prepassgeometrydepthcolortexture)
4402 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4403 r_shadow_prepassgeometrydepthcolortexture = NULL;
4405 if (r_shadow_prepassgeometrynormalmaptexture)
4406 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4407 r_shadow_prepassgeometrynormalmaptexture = NULL;
4409 if (r_shadow_prepasslightingdiffusetexture)
4410 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4411 r_shadow_prepasslightingdiffusetexture = NULL;
4413 if (r_shadow_prepasslightingspeculartexture)
4414 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4415 r_shadow_prepasslightingspeculartexture = NULL;
4418 void R_Shadow_DrawPrepass(void)
4426 entity_render_t *ent;
4427 float clearcolor[4];
4429 R_Mesh_ResetTextureState();
4431 GL_ColorMask(1,1,1,1);
4432 GL_BlendFunc(GL_ONE, GL_ZERO);
4435 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4436 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4437 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4438 if (r_timereport_active)
4439 R_TimeReport("prepasscleargeom");
4441 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4442 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4443 if (r_timereport_active)
4444 R_TimeReport("prepassworld");
4446 for (i = 0;i < r_refdef.scene.numentities;i++)
4448 if (!r_refdef.viewcache.entityvisible[i])
4450 ent = r_refdef.scene.entities[i];
4451 if (ent->model && ent->model->DrawPrepass != NULL)
4452 ent->model->DrawPrepass(ent);
4455 if (r_timereport_active)
4456 R_TimeReport("prepassmodels");
4458 GL_DepthMask(false);
4459 GL_ColorMask(1,1,1,1);
4462 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4463 Vector4Set(clearcolor, 0, 0, 0, 0);
4464 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4465 if (r_timereport_active)
4466 R_TimeReport("prepassclearlit");
4468 R_Shadow_RenderMode_Begin();
4470 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4471 if (r_shadow_debuglight.integer >= 0)
4473 lightindex = r_shadow_debuglight.integer;
4474 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4475 if (light && (light->flags & flag) && light->rtlight.draw)
4476 R_Shadow_DrawLight(&light->rtlight);
4480 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4481 for (lightindex = 0;lightindex < range;lightindex++)
4483 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4484 if (light && (light->flags & flag) && light->rtlight.draw)
4485 R_Shadow_DrawLight(&light->rtlight);
4488 if (r_refdef.scene.rtdlight)
4489 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4490 if (r_refdef.scene.lights[lnum]->draw)
4491 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4493 R_Mesh_SetMainRenderTargets();
4495 R_Shadow_RenderMode_End();
4497 if (r_timereport_active)
4498 R_TimeReport("prepasslights");
4501 void R_Shadow_DrawLightSprites(void);
4502 void R_Shadow_PrepareLights(void)
4512 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4513 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4514 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4515 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4516 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4517 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4518 R_Shadow_FreeShadowMaps();
4520 r_shadow_usingshadowmaportho = false;
4522 switch (vid.renderpath)
4524 case RENDERPATH_GL20:
4525 case RENDERPATH_D3D9:
4526 case RENDERPATH_D3D10:
4527 case RENDERPATH_D3D11:
4528 case RENDERPATH_SOFT:
4529 case RENDERPATH_GLES2:
4530 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4532 r_shadow_usingdeferredprepass = false;
4533 if (r_shadow_prepass_width)
4534 R_Shadow_FreeDeferred();
4535 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4539 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4541 R_Shadow_FreeDeferred();
4543 r_shadow_usingdeferredprepass = true;
4544 r_shadow_prepass_width = vid.width;
4545 r_shadow_prepass_height = vid.height;
4546 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4547 switch (vid.renderpath)
4549 case RENDERPATH_D3D9:
4550 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);
4555 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);
4556 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);
4557 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);
4559 // set up the geometry pass fbo (depth + normalmap)
4560 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4561 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4562 // render depth into one texture and normalmap into the other
4563 if (qglDrawBuffersARB)
4565 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4566 qglReadBuffer(GL_NONE);CHECKGLERROR
4567 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4568 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4570 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4571 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4572 r_shadow_usingdeferredprepass = false;
4576 // set up the lighting pass fbo (diffuse + specular)
4577 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4578 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4579 // render diffuse into one texture and specular into another,
4580 // with depth and normalmap bound as textures,
4581 // with depth bound as attachment as well
4582 if (qglDrawBuffersARB)
4584 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4585 qglReadBuffer(GL_NONE);CHECKGLERROR
4586 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4587 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4589 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4590 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4591 r_shadow_usingdeferredprepass = false;
4595 // set up the lighting pass fbo (diffuse)
4596 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4597 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4598 // render diffuse into one texture,
4599 // with depth and normalmap bound as textures,
4600 // with depth bound as attachment as well
4601 if (qglDrawBuffersARB)
4603 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4604 qglReadBuffer(GL_NONE);CHECKGLERROR
4605 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4606 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4608 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4609 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4610 r_shadow_usingdeferredprepass = false;
4615 case RENDERPATH_GL11:
4616 case RENDERPATH_GL13:
4617 case RENDERPATH_GLES1:
4618 r_shadow_usingdeferredprepass = false;
4622 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);
4624 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4625 if (r_shadow_debuglight.integer >= 0)
4627 lightindex = r_shadow_debuglight.integer;
4628 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4629 if (light && (light->flags & flag))
4630 R_Shadow_PrepareLight(&light->rtlight);
4634 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4635 for (lightindex = 0;lightindex < range;lightindex++)
4637 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4638 if (light && (light->flags & flag))
4639 R_Shadow_PrepareLight(&light->rtlight);
4642 if (r_refdef.scene.rtdlight)
4644 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4645 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4647 else if(gl_flashblend.integer)
4649 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4651 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4652 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4653 VectorScale(rtlight->color, f, rtlight->currentcolor);
4657 if (r_editlights.integer)
4658 R_Shadow_DrawLightSprites();
4660 R_Shadow_UpdateBounceGridTexture();
4663 void R_Shadow_DrawLights(void)
4671 R_Shadow_RenderMode_Begin();
4673 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4674 if (r_shadow_debuglight.integer >= 0)
4676 lightindex = r_shadow_debuglight.integer;
4677 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4678 if (light && (light->flags & flag))
4679 R_Shadow_DrawLight(&light->rtlight);
4683 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4684 for (lightindex = 0;lightindex < range;lightindex++)
4686 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4687 if (light && (light->flags & flag))
4688 R_Shadow_DrawLight(&light->rtlight);
4691 if (r_refdef.scene.rtdlight)
4692 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4693 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4695 R_Shadow_RenderMode_End();
4698 extern const float r_screenvertex3f[12];
4699 extern void R_SetupView(qboolean allowwaterclippingplane);
4700 extern void R_ResetViewRendering3D(void);
4701 extern void R_ResetViewRendering2D(void);
4702 extern cvar_t r_shadows;
4703 extern cvar_t r_shadows_darken;
4704 extern cvar_t r_shadows_drawafterrtlighting;
4705 extern cvar_t r_shadows_castfrombmodels;
4706 extern cvar_t r_shadows_throwdistance;
4707 extern cvar_t r_shadows_throwdirection;
4708 extern cvar_t r_shadows_focus;
4709 extern cvar_t r_shadows_shadowmapscale;
4711 void R_Shadow_PrepareModelShadows(void)
4714 float scale, size, radius, dot1, dot2;
4715 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4716 entity_render_t *ent;
4718 if (!r_refdef.scene.numentities)
4721 switch (r_shadow_shadowmode)
4723 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4724 if (r_shadows.integer >= 2)
4727 case R_SHADOW_SHADOWMODE_STENCIL:
4728 for (i = 0;i < r_refdef.scene.numentities;i++)
4730 ent = r_refdef.scene.entities[i];
4731 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4732 R_AnimCache_GetEntity(ent, false, false);
4739 size = 2*r_shadow_shadowmapmaxsize;
4740 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4741 radius = 0.5f * size / scale;
4743 Math_atov(r_shadows_throwdirection.string, shadowdir);
4744 VectorNormalize(shadowdir);
4745 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4746 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4747 if (fabs(dot1) <= fabs(dot2))
4748 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4750 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4751 VectorNormalize(shadowforward);
4752 CrossProduct(shadowdir, shadowforward, shadowright);
4753 Math_atov(r_shadows_focus.string, shadowfocus);
4754 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4755 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4756 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4757 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4758 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4760 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4762 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4763 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4764 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4765 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4766 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4767 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4769 for (i = 0;i < r_refdef.scene.numentities;i++)
4771 ent = r_refdef.scene.entities[i];
4772 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4774 // cast shadows from anything of the map (submodels are optional)
4775 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4776 R_AnimCache_GetEntity(ent, false, false);
4780 void R_DrawModelShadowMaps(void)
4783 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4784 entity_render_t *ent;
4785 vec3_t relativelightorigin;
4786 vec3_t relativelightdirection, relativeforward, relativeright;
4787 vec3_t relativeshadowmins, relativeshadowmaxs;
4788 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4790 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4791 r_viewport_t viewport;
4793 float clearcolor[4];
4795 if (!r_refdef.scene.numentities)
4798 switch (r_shadow_shadowmode)
4800 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4806 R_ResetViewRendering3D();
4807 R_Shadow_RenderMode_Begin();
4808 R_Shadow_RenderMode_ActiveLight(NULL);
4810 switch (r_shadow_shadowmode)
4812 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4813 if (!r_shadow_shadowmap2dtexture)
4814 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4815 fbo = r_shadow_fbo2d;
4816 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4817 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4818 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4824 size = 2*r_shadow_shadowmapmaxsize;
4825 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4826 radius = 0.5f / scale;
4827 nearclip = -r_shadows_throwdistance.value;
4828 farclip = r_shadows_throwdistance.value;
4829 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4831 r_shadow_shadowmap_parameters[0] = size;
4832 r_shadow_shadowmap_parameters[1] = size;
4833 r_shadow_shadowmap_parameters[2] = 1.0;
4834 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4836 Math_atov(r_shadows_throwdirection.string, shadowdir);
4837 VectorNormalize(shadowdir);
4838 Math_atov(r_shadows_focus.string, shadowfocus);
4839 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4840 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4841 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4842 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4843 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4844 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4845 if (fabs(dot1) <= fabs(dot2))
4846 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4848 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4849 VectorNormalize(shadowforward);
4850 VectorM(scale, shadowforward, &m[0]);
4851 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4853 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4854 CrossProduct(shadowdir, shadowforward, shadowright);
4855 VectorM(scale, shadowright, &m[4]);
4856 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4857 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4858 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4859 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4860 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4861 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4863 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4865 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4866 R_SetupShader_DepthOrShadow(true);
4867 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4870 R_SetViewport(&viewport);
4871 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4872 Vector4Set(clearcolor, 1,1,1,1);
4873 // in D3D9 we have to render to a color texture shadowmap
4874 // in GL we render directly to a depth texture only
4875 if (r_shadow_shadowmap2dtexture)
4876 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4878 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4879 // render into a slightly restricted region so that the borders of the
4880 // shadowmap area fade away, rather than streaking across everything
4881 // outside the usable area
4882 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4886 R_Mesh_SetMainRenderTargets();
4887 R_SetupShader_ShowDepth(true);
4888 GL_ColorMask(1,1,1,1);
4889 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4892 for (i = 0;i < r_refdef.scene.numentities;i++)
4894 ent = r_refdef.scene.entities[i];
4896 // cast shadows from anything of the map (submodels are optional)
4897 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4899 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4900 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4901 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4902 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4903 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4904 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4905 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4906 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4907 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4908 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4909 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4910 RSurf_ActiveModelEntity(ent, false, false, false);
4911 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4912 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4919 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4921 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4923 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4924 Cvar_SetValueQuick(&r_test, 0);
4929 R_Shadow_RenderMode_End();
4931 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4932 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4933 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4934 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4935 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4936 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4938 switch (vid.renderpath)
4940 case RENDERPATH_GL11:
4941 case RENDERPATH_GL13:
4942 case RENDERPATH_GL20:
4943 case RENDERPATH_SOFT:
4944 case RENDERPATH_GLES1:
4945 case RENDERPATH_GLES2:
4947 case RENDERPATH_D3D9:
4948 case RENDERPATH_D3D10:
4949 case RENDERPATH_D3D11:
4950 #ifdef OPENGL_ORIENTATION
4951 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4952 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4953 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4954 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4956 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4957 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4958 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4959 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4964 r_shadow_usingshadowmaportho = true;
4965 switch (r_shadow_shadowmode)
4967 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4968 r_shadow_usingshadowmap2d = true;
4975 void R_DrawModelShadows(void)
4978 float relativethrowdistance;
4979 entity_render_t *ent;
4980 vec3_t relativelightorigin;
4981 vec3_t relativelightdirection;
4982 vec3_t relativeshadowmins, relativeshadowmaxs;
4983 vec3_t tmp, shadowdir;
4985 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4988 R_ResetViewRendering3D();
4989 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4990 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4991 R_Shadow_RenderMode_Begin();
4992 R_Shadow_RenderMode_ActiveLight(NULL);
4993 r_shadow_lightscissor[0] = r_refdef.view.x;
4994 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4995 r_shadow_lightscissor[2] = r_refdef.view.width;
4996 r_shadow_lightscissor[3] = r_refdef.view.height;
4997 R_Shadow_RenderMode_StencilShadowVolumes(false);
5000 if (r_shadows.integer == 2)
5002 Math_atov(r_shadows_throwdirection.string, shadowdir);
5003 VectorNormalize(shadowdir);
5006 R_Shadow_ClearStencil();
5008 for (i = 0;i < r_refdef.scene.numentities;i++)
5010 ent = r_refdef.scene.entities[i];
5012 // cast shadows from anything of the map (submodels are optional)
5013 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5015 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5016 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5017 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5018 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5019 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5022 if(ent->entitynumber != 0)
5024 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5026 // FIXME handle this
5027 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5031 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5032 int entnum, entnum2, recursion;
5033 entnum = entnum2 = ent->entitynumber;
5034 for(recursion = 32; recursion > 0; --recursion)
5036 entnum2 = cl.entities[entnum].state_current.tagentity;
5037 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5042 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5044 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5045 // transform into modelspace of OUR entity
5046 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5047 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5050 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5054 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5057 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5058 RSurf_ActiveModelEntity(ent, false, false, false);
5059 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5060 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5064 // not really the right mode, but this will disable any silly stencil features
5065 R_Shadow_RenderMode_End();
5067 // set up ortho view for rendering this pass
5068 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5069 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5070 //GL_ScissorTest(true);
5071 //R_EntityMatrix(&identitymatrix);
5072 //R_Mesh_ResetTextureState();
5073 R_ResetViewRendering2D();
5075 // set up a darkening blend on shadowed areas
5076 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5077 //GL_DepthRange(0, 1);
5078 //GL_DepthTest(false);
5079 //GL_DepthMask(false);
5080 //GL_PolygonOffset(0, 0);CHECKGLERROR
5081 GL_Color(0, 0, 0, r_shadows_darken.value);
5082 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5083 //GL_DepthFunc(GL_ALWAYS);
5084 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5086 // apply the blend to the shadowed areas
5087 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5088 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
5089 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5091 // restore the viewport
5092 R_SetViewport(&r_refdef.view.viewport);
5094 // restore other state to normal
5095 //R_Shadow_RenderMode_End();
5098 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5101 vec3_t centerorigin;
5103 // if it's too close, skip it
5104 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5106 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5109 if (usequery && r_numqueries + 2 <= r_maxqueries)
5111 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5112 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5113 // 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
5114 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5116 switch(vid.renderpath)
5118 case RENDERPATH_GL11:
5119 case RENDERPATH_GL13:
5120 case RENDERPATH_GL20:
5121 case RENDERPATH_GLES1:
5122 case RENDERPATH_GLES2:
5124 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5125 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5126 GL_DepthFunc(GL_ALWAYS);
5127 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5128 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5129 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5130 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5131 GL_DepthFunc(GL_LEQUAL);
5132 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5133 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5134 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5135 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5136 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5139 case RENDERPATH_D3D9:
5140 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5142 case RENDERPATH_D3D10:
5143 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5145 case RENDERPATH_D3D11:
5146 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5148 case RENDERPATH_SOFT:
5149 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5153 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5156 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5158 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5161 GLint allpixels = 0, visiblepixels = 0;
5162 // now we have to check the query result
5163 if (rtlight->corona_queryindex_visiblepixels)
5165 switch(vid.renderpath)
5167 case RENDERPATH_GL11:
5168 case RENDERPATH_GL13:
5169 case RENDERPATH_GL20:
5170 case RENDERPATH_GLES1:
5171 case RENDERPATH_GLES2:
5173 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5174 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5177 case RENDERPATH_D3D9:
5178 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5180 case RENDERPATH_D3D10:
5181 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5183 case RENDERPATH_D3D11:
5184 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5186 case RENDERPATH_SOFT:
5187 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5190 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5191 if (visiblepixels < 1 || allpixels < 1)
5193 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5194 cscale *= rtlight->corona_visibility;
5198 // FIXME: these traces should scan all render entities instead of cl.world
5199 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5202 VectorScale(rtlight->currentcolor, cscale, color);
5203 if (VectorLength(color) > (1.0f / 256.0f))
5206 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5209 VectorNegate(color, color);
5210 GL_BlendEquationSubtract(true);
5212 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5213 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);
5214 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5216 GL_BlendEquationSubtract(false);
5220 void R_Shadow_DrawCoronas(void)
5223 qboolean usequery = false;
5228 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5230 if (r_waterstate.renderingscene)
5232 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5233 R_EntityMatrix(&identitymatrix);
5235 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5237 // check occlusion of coronas
5238 // use GL_ARB_occlusion_query if available
5239 // otherwise use raytraces
5241 switch (vid.renderpath)
5243 case RENDERPATH_GL11:
5244 case RENDERPATH_GL13:
5245 case RENDERPATH_GL20:
5246 case RENDERPATH_GLES1:
5247 case RENDERPATH_GLES2:
5248 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5251 GL_ColorMask(0,0,0,0);
5252 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5253 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5256 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5257 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5259 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5262 RSurf_ActiveWorldEntity();
5263 GL_BlendFunc(GL_ONE, GL_ZERO);
5264 GL_CullFace(GL_NONE);
5265 GL_DepthMask(false);
5266 GL_DepthRange(0, 1);
5267 GL_PolygonOffset(0, 0);
5269 R_Mesh_ResetTextureState();
5270 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
5273 case RENDERPATH_D3D9:
5275 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5277 case RENDERPATH_D3D10:
5278 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5280 case RENDERPATH_D3D11:
5281 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5283 case RENDERPATH_SOFT:
5285 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5288 for (lightindex = 0;lightindex < range;lightindex++)
5290 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5293 rtlight = &light->rtlight;
5294 rtlight->corona_visibility = 0;
5295 rtlight->corona_queryindex_visiblepixels = 0;
5296 rtlight->corona_queryindex_allpixels = 0;
5297 if (!(rtlight->flags & flag))
5299 if (rtlight->corona <= 0)
5301 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5303 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5305 for (i = 0;i < r_refdef.scene.numlights;i++)
5307 rtlight = r_refdef.scene.lights[i];
5308 rtlight->corona_visibility = 0;
5309 rtlight->corona_queryindex_visiblepixels = 0;
5310 rtlight->corona_queryindex_allpixels = 0;
5311 if (!(rtlight->flags & flag))
5313 if (rtlight->corona <= 0)
5315 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5318 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5320 // now draw the coronas using the query data for intensity info
5321 for (lightindex = 0;lightindex < range;lightindex++)
5323 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5326 rtlight = &light->rtlight;
5327 if (rtlight->corona_visibility <= 0)
5329 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5331 for (i = 0;i < r_refdef.scene.numlights;i++)
5333 rtlight = r_refdef.scene.lights[i];
5334 if (rtlight->corona_visibility <= 0)
5336 if (gl_flashblend.integer)
5337 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5339 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5345 dlight_t *R_Shadow_NewWorldLight(void)
5347 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5350 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)
5353 // validate parameters
5354 if (style < 0 || style >= MAX_LIGHTSTYLES)
5356 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5362 // copy to light properties
5363 VectorCopy(origin, light->origin);
5364 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5365 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5366 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5368 light->color[0] = max(color[0], 0);
5369 light->color[1] = max(color[1], 0);
5370 light->color[2] = max(color[2], 0);
5372 light->color[0] = color[0];
5373 light->color[1] = color[1];
5374 light->color[2] = color[2];
5375 light->radius = max(radius, 0);
5376 light->style = style;
5377 light->shadow = shadowenable;
5378 light->corona = corona;
5379 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5380 light->coronasizescale = coronasizescale;
5381 light->ambientscale = ambientscale;
5382 light->diffusescale = diffusescale;
5383 light->specularscale = specularscale;
5384 light->flags = flags;
5386 // update renderable light data
5387 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5388 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);
5391 void R_Shadow_FreeWorldLight(dlight_t *light)
5393 if (r_shadow_selectedlight == light)
5394 r_shadow_selectedlight = NULL;
5395 R_RTLight_Uncompile(&light->rtlight);
5396 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5399 void R_Shadow_ClearWorldLights(void)
5403 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5404 for (lightindex = 0;lightindex < range;lightindex++)
5406 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5408 R_Shadow_FreeWorldLight(light);
5410 r_shadow_selectedlight = NULL;
5413 void R_Shadow_SelectLight(dlight_t *light)
5415 if (r_shadow_selectedlight)
5416 r_shadow_selectedlight->selected = false;
5417 r_shadow_selectedlight = light;
5418 if (r_shadow_selectedlight)
5419 r_shadow_selectedlight->selected = true;
5422 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5424 // this is never batched (there can be only one)
5426 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5427 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5428 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5431 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5436 skinframe_t *skinframe;
5439 // this is never batched (due to the ent parameter changing every time)
5440 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5441 const dlight_t *light = (dlight_t *)ent;
5444 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5447 VectorScale(light->color, intensity, spritecolor);
5448 if (VectorLength(spritecolor) < 0.1732f)
5449 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5450 if (VectorLength(spritecolor) > 1.0f)
5451 VectorNormalize(spritecolor);
5453 // draw light sprite
5454 if (light->cubemapname[0] && !light->shadow)
5455 skinframe = r_editlights_sprcubemapnoshadowlight;
5456 else if (light->cubemapname[0])
5457 skinframe = r_editlights_sprcubemaplight;
5458 else if (!light->shadow)
5459 skinframe = r_editlights_sprnoshadowlight;
5461 skinframe = r_editlights_sprlight;
5463 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);
5464 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5466 // draw selection sprite if light is selected
5467 if (light->selected)
5469 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5470 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5471 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5475 void R_Shadow_DrawLightSprites(void)
5479 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5480 for (lightindex = 0;lightindex < range;lightindex++)
5482 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5484 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5486 if (!r_editlights_lockcursor)
5487 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5490 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5495 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5496 if (lightindex >= range)
5498 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5501 rtlight = &light->rtlight;
5502 //if (!(rtlight->flags & flag))
5504 VectorCopy(rtlight->shadoworigin, origin);
5505 *radius = rtlight->radius;
5506 VectorCopy(rtlight->color, color);
5510 void R_Shadow_SelectLightInView(void)
5512 float bestrating, rating, temp[3];
5516 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5520 if (r_editlights_lockcursor)
5522 for (lightindex = 0;lightindex < range;lightindex++)
5524 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5527 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5528 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5531 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5532 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5534 bestrating = rating;
5539 R_Shadow_SelectLight(best);
5542 void R_Shadow_LoadWorldLights(void)
5544 int n, a, style, shadow, flags;
5545 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5546 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5547 if (cl.worldmodel == NULL)
5549 Con_Print("No map loaded.\n");
5552 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5553 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5563 for (;COM_Parse(t, true) && strcmp(
5564 if (COM_Parse(t, true))
5566 if (com_token[0] == '!')
5569 origin[0] = atof(com_token+1);
5572 origin[0] = atof(com_token);
5577 while (*s && *s != '\n' && *s != '\r')
5583 // check for modifier flags
5590 #if _MSC_VER >= 1400
5591 #define sscanf sscanf_s
5593 cubemapname[sizeof(cubemapname)-1] = 0;
5594 #if MAX_QPATH != 128
5595 #error update this code if MAX_QPATH changes
5597 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
5598 #if _MSC_VER >= 1400
5599 , sizeof(cubemapname)
5601 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5604 flags = LIGHTFLAG_REALTIMEMODE;
5612 coronasizescale = 0.25f;
5614 VectorClear(angles);
5617 if (a < 9 || !strcmp(cubemapname, "\"\""))
5619 // remove quotes on cubemapname
5620 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5623 namelen = strlen(cubemapname) - 2;
5624 memmove(cubemapname, cubemapname + 1, namelen);
5625 cubemapname[namelen] = '\0';
5629 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);
5632 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5640 Con_Printf("invalid rtlights file \"%s\"\n", name);
5641 Mem_Free(lightsstring);
5645 void R_Shadow_SaveWorldLights(void)
5649 size_t bufchars, bufmaxchars;
5651 char name[MAX_QPATH];
5652 char line[MAX_INPUTLINE];
5653 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5654 // I hate lines which are 3 times my screen size :( --blub
5657 if (cl.worldmodel == NULL)
5659 Con_Print("No map loaded.\n");
5662 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5663 bufchars = bufmaxchars = 0;
5665 for (lightindex = 0;lightindex < range;lightindex++)
5667 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5670 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5671 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);
5672 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5673 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]);
5675 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);
5676 if (bufchars + strlen(line) > bufmaxchars)
5678 bufmaxchars = bufchars + strlen(line) + 2048;
5680 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5684 memcpy(buf, oldbuf, bufchars);
5690 memcpy(buf + bufchars, line, strlen(line));
5691 bufchars += strlen(line);
5695 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5700 void R_Shadow_LoadLightsFile(void)
5703 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5704 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5705 if (cl.worldmodel == NULL)
5707 Con_Print("No map loaded.\n");
5710 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5711 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5719 while (*s && *s != '\n' && *s != '\r')
5725 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);
5729 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);
5732 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5733 radius = bound(15, radius, 4096);
5734 VectorScale(color, (2.0f / (8388608.0f)), color);
5735 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5743 Con_Printf("invalid lights file \"%s\"\n", name);
5744 Mem_Free(lightsstring);
5748 // tyrlite/hmap2 light types in the delay field
5749 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5751 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5763 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5764 char key[256], value[MAX_INPUTLINE];
5766 if (cl.worldmodel == NULL)
5768 Con_Print("No map loaded.\n");
5771 // try to load a .ent file first
5772 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5773 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5774 // and if that is not found, fall back to the bsp file entity string
5776 data = cl.worldmodel->brush.entities;
5779 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5781 type = LIGHTTYPE_MINUSX;
5782 origin[0] = origin[1] = origin[2] = 0;
5783 originhack[0] = originhack[1] = originhack[2] = 0;
5784 angles[0] = angles[1] = angles[2] = 0;
5785 color[0] = color[1] = color[2] = 1;
5786 light[0] = light[1] = light[2] = 1;light[3] = 300;
5787 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5797 if (!COM_ParseToken_Simple(&data, false, false))
5799 if (com_token[0] == '}')
5800 break; // end of entity
5801 if (com_token[0] == '_')
5802 strlcpy(key, com_token + 1, sizeof(key));
5804 strlcpy(key, com_token, sizeof(key));
5805 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5806 key[strlen(key)-1] = 0;
5807 if (!COM_ParseToken_Simple(&data, false, false))
5809 strlcpy(value, com_token, sizeof(value));
5811 // now that we have the key pair worked out...
5812 if (!strcmp("light", key))
5814 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5818 light[0] = vec[0] * (1.0f / 256.0f);
5819 light[1] = vec[0] * (1.0f / 256.0f);
5820 light[2] = vec[0] * (1.0f / 256.0f);
5826 light[0] = vec[0] * (1.0f / 255.0f);
5827 light[1] = vec[1] * (1.0f / 255.0f);
5828 light[2] = vec[2] * (1.0f / 255.0f);
5832 else if (!strcmp("delay", key))
5834 else if (!strcmp("origin", key))
5835 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5836 else if (!strcmp("angle", key))
5837 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5838 else if (!strcmp("angles", key))
5839 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5840 else if (!strcmp("color", key))
5841 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5842 else if (!strcmp("wait", key))
5843 fadescale = atof(value);
5844 else if (!strcmp("classname", key))
5846 if (!strncmp(value, "light", 5))
5849 if (!strcmp(value, "light_fluoro"))
5854 overridecolor[0] = 1;
5855 overridecolor[1] = 1;
5856 overridecolor[2] = 1;
5858 if (!strcmp(value, "light_fluorospark"))
5863 overridecolor[0] = 1;
5864 overridecolor[1] = 1;
5865 overridecolor[2] = 1;
5867 if (!strcmp(value, "light_globe"))
5872 overridecolor[0] = 1;
5873 overridecolor[1] = 0.8;
5874 overridecolor[2] = 0.4;
5876 if (!strcmp(value, "light_flame_large_yellow"))
5881 overridecolor[0] = 1;
5882 overridecolor[1] = 0.5;
5883 overridecolor[2] = 0.1;
5885 if (!strcmp(value, "light_flame_small_yellow"))
5890 overridecolor[0] = 1;
5891 overridecolor[1] = 0.5;
5892 overridecolor[2] = 0.1;
5894 if (!strcmp(value, "light_torch_small_white"))
5899 overridecolor[0] = 1;
5900 overridecolor[1] = 0.5;
5901 overridecolor[2] = 0.1;
5903 if (!strcmp(value, "light_torch_small_walltorch"))
5908 overridecolor[0] = 1;
5909 overridecolor[1] = 0.5;
5910 overridecolor[2] = 0.1;
5914 else if (!strcmp("style", key))
5915 style = atoi(value);
5916 else if (!strcmp("skin", key))
5917 skin = (int)atof(value);
5918 else if (!strcmp("pflags", key))
5919 pflags = (int)atof(value);
5920 //else if (!strcmp("effects", key))
5921 // effects = (int)atof(value);
5922 else if (cl.worldmodel->type == mod_brushq3)
5924 if (!strcmp("scale", key))
5925 lightscale = atof(value);
5926 if (!strcmp("fade", key))
5927 fadescale = atof(value);
5932 if (lightscale <= 0)
5936 if (color[0] == color[1] && color[0] == color[2])
5938 color[0] *= overridecolor[0];
5939 color[1] *= overridecolor[1];
5940 color[2] *= overridecolor[2];
5942 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5943 color[0] = color[0] * light[0];
5944 color[1] = color[1] * light[1];
5945 color[2] = color[2] * light[2];
5948 case LIGHTTYPE_MINUSX:
5950 case LIGHTTYPE_RECIPX:
5952 VectorScale(color, (1.0f / 16.0f), color);
5954 case LIGHTTYPE_RECIPXX:
5956 VectorScale(color, (1.0f / 16.0f), color);
5959 case LIGHTTYPE_NONE:
5963 case LIGHTTYPE_MINUSXX:
5966 VectorAdd(origin, originhack, origin);
5968 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);
5971 Mem_Free(entfiledata);
5975 void R_Shadow_SetCursorLocationForView(void)
5978 vec3_t dest, endpos;
5980 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5981 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5982 if (trace.fraction < 1)
5984 dist = trace.fraction * r_editlights_cursordistance.value;
5985 push = r_editlights_cursorpushback.value;
5989 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5990 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5994 VectorClear( endpos );
5996 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5997 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5998 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6001 void R_Shadow_UpdateWorldLightSelection(void)
6003 if (r_editlights.integer)
6005 R_Shadow_SetCursorLocationForView();
6006 R_Shadow_SelectLightInView();
6009 R_Shadow_SelectLight(NULL);
6012 void R_Shadow_EditLights_Clear_f(void)
6014 R_Shadow_ClearWorldLights();
6017 void R_Shadow_EditLights_Reload_f(void)
6021 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6022 R_Shadow_ClearWorldLights();
6023 R_Shadow_LoadWorldLights();
6024 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6026 R_Shadow_LoadLightsFile();
6027 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6028 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6032 void R_Shadow_EditLights_Save_f(void)
6036 R_Shadow_SaveWorldLights();
6039 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6041 R_Shadow_ClearWorldLights();
6042 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6045 void R_Shadow_EditLights_ImportLightsFile_f(void)
6047 R_Shadow_ClearWorldLights();
6048 R_Shadow_LoadLightsFile();
6051 void R_Shadow_EditLights_Spawn_f(void)
6054 if (!r_editlights.integer)
6056 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6059 if (Cmd_Argc() != 1)
6061 Con_Print("r_editlights_spawn does not take parameters\n");
6064 color[0] = color[1] = color[2] = 1;
6065 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6068 void R_Shadow_EditLights_Edit_f(void)
6070 vec3_t origin, angles, color;
6071 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6072 int style, shadows, flags, normalmode, realtimemode;
6073 char cubemapname[MAX_INPUTLINE];
6074 if (!r_editlights.integer)
6076 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6079 if (!r_shadow_selectedlight)
6081 Con_Print("No selected light.\n");
6084 VectorCopy(r_shadow_selectedlight->origin, origin);
6085 VectorCopy(r_shadow_selectedlight->angles, angles);
6086 VectorCopy(r_shadow_selectedlight->color, color);
6087 radius = r_shadow_selectedlight->radius;
6088 style = r_shadow_selectedlight->style;
6089 if (r_shadow_selectedlight->cubemapname)
6090 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6093 shadows = r_shadow_selectedlight->shadow;
6094 corona = r_shadow_selectedlight->corona;
6095 coronasizescale = r_shadow_selectedlight->coronasizescale;
6096 ambientscale = r_shadow_selectedlight->ambientscale;
6097 diffusescale = r_shadow_selectedlight->diffusescale;
6098 specularscale = r_shadow_selectedlight->specularscale;
6099 flags = r_shadow_selectedlight->flags;
6100 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6101 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6102 if (!strcmp(Cmd_Argv(1), "origin"))
6104 if (Cmd_Argc() != 5)
6106 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6109 origin[0] = atof(Cmd_Argv(2));
6110 origin[1] = atof(Cmd_Argv(3));
6111 origin[2] = atof(Cmd_Argv(4));
6113 else if (!strcmp(Cmd_Argv(1), "originscale"))
6115 if (Cmd_Argc() != 5)
6117 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6120 origin[0] *= atof(Cmd_Argv(2));
6121 origin[1] *= atof(Cmd_Argv(3));
6122 origin[2] *= atof(Cmd_Argv(4));
6124 else if (!strcmp(Cmd_Argv(1), "originx"))
6126 if (Cmd_Argc() != 3)
6128 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6131 origin[0] = atof(Cmd_Argv(2));
6133 else if (!strcmp(Cmd_Argv(1), "originy"))
6135 if (Cmd_Argc() != 3)
6137 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6140 origin[1] = atof(Cmd_Argv(2));
6142 else if (!strcmp(Cmd_Argv(1), "originz"))
6144 if (Cmd_Argc() != 3)
6146 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6149 origin[2] = atof(Cmd_Argv(2));
6151 else if (!strcmp(Cmd_Argv(1), "move"))
6153 if (Cmd_Argc() != 5)
6155 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6158 origin[0] += atof(Cmd_Argv(2));
6159 origin[1] += atof(Cmd_Argv(3));
6160 origin[2] += atof(Cmd_Argv(4));
6162 else if (!strcmp(Cmd_Argv(1), "movex"))
6164 if (Cmd_Argc() != 3)
6166 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6169 origin[0] += atof(Cmd_Argv(2));
6171 else if (!strcmp(Cmd_Argv(1), "movey"))
6173 if (Cmd_Argc() != 3)
6175 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6178 origin[1] += atof(Cmd_Argv(2));
6180 else if (!strcmp(Cmd_Argv(1), "movez"))
6182 if (Cmd_Argc() != 3)
6184 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6187 origin[2] += atof(Cmd_Argv(2));
6189 else if (!strcmp(Cmd_Argv(1), "angles"))
6191 if (Cmd_Argc() != 5)
6193 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6196 angles[0] = atof(Cmd_Argv(2));
6197 angles[1] = atof(Cmd_Argv(3));
6198 angles[2] = atof(Cmd_Argv(4));
6200 else if (!strcmp(Cmd_Argv(1), "anglesx"))
6202 if (Cmd_Argc() != 3)
6204 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6207 angles[0] = atof(Cmd_Argv(2));
6209 else if (!strcmp(Cmd_Argv(1), "anglesy"))
6211 if (Cmd_Argc() != 3)
6213 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6216 angles[1] = atof(Cmd_Argv(2));
6218 else if (!strcmp(Cmd_Argv(1), "anglesz"))
6220 if (Cmd_Argc() != 3)
6222 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6225 angles[2] = atof(Cmd_Argv(2));
6227 else if (!strcmp(Cmd_Argv(1), "color"))
6229 if (Cmd_Argc() != 5)
6231 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6234 color[0] = atof(Cmd_Argv(2));
6235 color[1] = atof(Cmd_Argv(3));
6236 color[2] = atof(Cmd_Argv(4));
6238 else if (!strcmp(Cmd_Argv(1), "radius"))
6240 if (Cmd_Argc() != 3)
6242 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6245 radius = atof(Cmd_Argv(2));
6247 else if (!strcmp(Cmd_Argv(1), "colorscale"))
6249 if (Cmd_Argc() == 3)
6251 double scale = atof(Cmd_Argv(2));
6258 if (Cmd_Argc() != 5)
6260 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
6263 color[0] *= atof(Cmd_Argv(2));
6264 color[1] *= atof(Cmd_Argv(3));
6265 color[2] *= atof(Cmd_Argv(4));
6268 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6270 if (Cmd_Argc() != 3)
6272 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6275 radius *= atof(Cmd_Argv(2));
6277 else if (!strcmp(Cmd_Argv(1), "style"))
6279 if (Cmd_Argc() != 3)
6281 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6284 style = atoi(Cmd_Argv(2));
6286 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6290 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6293 if (Cmd_Argc() == 3)
6294 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6298 else if (!strcmp(Cmd_Argv(1), "shadows"))
6300 if (Cmd_Argc() != 3)
6302 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6305 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6307 else if (!strcmp(Cmd_Argv(1), "corona"))
6309 if (Cmd_Argc() != 3)
6311 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6314 corona = atof(Cmd_Argv(2));
6316 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6318 if (Cmd_Argc() != 3)
6320 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6323 coronasizescale = atof(Cmd_Argv(2));
6325 else if (!strcmp(Cmd_Argv(1), "ambient"))
6327 if (Cmd_Argc() != 3)
6329 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6332 ambientscale = atof(Cmd_Argv(2));
6334 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6336 if (Cmd_Argc() != 3)
6338 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6341 diffusescale = atof(Cmd_Argv(2));
6343 else if (!strcmp(Cmd_Argv(1), "specular"))
6345 if (Cmd_Argc() != 3)
6347 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6350 specularscale = atof(Cmd_Argv(2));
6352 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6354 if (Cmd_Argc() != 3)
6356 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6359 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6361 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6363 if (Cmd_Argc() != 3)
6365 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6368 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6372 Con_Print("usage: r_editlights_edit [property] [value]\n");
6373 Con_Print("Selected light's properties:\n");
6374 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6375 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6376 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6377 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6378 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6379 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6380 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6381 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6382 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6383 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6384 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6385 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6386 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6387 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6390 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6391 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6394 void R_Shadow_EditLights_EditAll_f(void)
6397 dlight_t *light, *oldselected;
6400 if (!r_editlights.integer)
6402 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6406 oldselected = r_shadow_selectedlight;
6407 // EditLights doesn't seem to have a "remove" command or something so:
6408 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6409 for (lightindex = 0;lightindex < range;lightindex++)
6411 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6414 R_Shadow_SelectLight(light);
6415 R_Shadow_EditLights_Edit_f();
6417 // return to old selected (to not mess editing once selection is locked)
6418 R_Shadow_SelectLight(oldselected);
6421 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6423 int lightnumber, lightcount;
6424 size_t lightindex, range;
6428 if (!r_editlights.integer)
6430 x = vid_conwidth.value - 240;
6432 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6435 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6436 for (lightindex = 0;lightindex < range;lightindex++)
6438 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6441 if (light == r_shadow_selectedlight)
6442 lightnumber = lightindex;
6445 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;
6446 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;
6448 if (r_shadow_selectedlight == NULL)
6450 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;
6451 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;
6452 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;
6453 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;
6454 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;
6455 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;
6456 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;
6457 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;
6458 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;
6459 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;
6460 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;
6461 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;
6462 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;
6463 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;
6464 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;
6467 void R_Shadow_EditLights_ToggleShadow_f(void)
6469 if (!r_editlights.integer)
6471 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6474 if (!r_shadow_selectedlight)
6476 Con_Print("No selected light.\n");
6479 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);
6482 void R_Shadow_EditLights_ToggleCorona_f(void)
6484 if (!r_editlights.integer)
6486 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6489 if (!r_shadow_selectedlight)
6491 Con_Print("No selected light.\n");
6494 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);
6497 void R_Shadow_EditLights_Remove_f(void)
6499 if (!r_editlights.integer)
6501 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6504 if (!r_shadow_selectedlight)
6506 Con_Print("No selected light.\n");
6509 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6510 r_shadow_selectedlight = NULL;
6513 void R_Shadow_EditLights_Help_f(void)
6516 "Documentation on r_editlights system:\n"
6518 "r_editlights : enable/disable editing mode\n"
6519 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6520 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6521 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6522 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6523 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6525 "r_editlights_help : this help\n"
6526 "r_editlights_clear : remove all lights\n"
6527 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6528 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6529 "r_editlights_save : save to .rtlights file\n"
6530 "r_editlights_spawn : create a light with default settings\n"
6531 "r_editlights_edit command : edit selected light - more documentation below\n"
6532 "r_editlights_remove : remove selected light\n"
6533 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6534 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6535 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6537 "origin x y z : set light location\n"
6538 "originx x: set x component of light location\n"
6539 "originy y: set y component of light location\n"
6540 "originz z: set z component of light location\n"
6541 "move x y z : adjust light location\n"
6542 "movex x: adjust x component of light location\n"
6543 "movey y: adjust y component of light location\n"
6544 "movez z: adjust z component of light location\n"
6545 "angles x y z : set light angles\n"
6546 "anglesx x: set x component of light angles\n"
6547 "anglesy y: set y component of light angles\n"
6548 "anglesz z: set z component of light angles\n"
6549 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6550 "radius radius : set radius (size) of light\n"
6551 "colorscale grey : multiply color of light (1 does nothing)\n"
6552 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6553 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6554 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6555 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6556 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6557 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6558 "shadows 1/0 : turn on/off shadows\n"
6559 "corona n : set corona intensity\n"
6560 "coronasize n : set corona size (0-1)\n"
6561 "ambient n : set ambient intensity (0-1)\n"
6562 "diffuse n : set diffuse intensity (0-1)\n"
6563 "specular n : set specular intensity (0-1)\n"
6564 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6565 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6566 "<nothing> : print light properties to console\n"
6570 void R_Shadow_EditLights_CopyInfo_f(void)
6572 if (!r_editlights.integer)
6574 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6577 if (!r_shadow_selectedlight)
6579 Con_Print("No selected light.\n");
6582 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6583 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6584 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6585 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6586 if (r_shadow_selectedlight->cubemapname)
6587 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6589 r_shadow_bufferlight.cubemapname[0] = 0;
6590 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6591 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6592 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6593 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6594 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6595 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6596 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6599 void R_Shadow_EditLights_PasteInfo_f(void)
6601 if (!r_editlights.integer)
6603 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6606 if (!r_shadow_selectedlight)
6608 Con_Print("No selected light.\n");
6611 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);
6614 void R_Shadow_EditLights_Lock_f(void)
6616 if (!r_editlights.integer)
6618 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6621 if (r_editlights_lockcursor)
6623 r_editlights_lockcursor = false;
6626 if (!r_shadow_selectedlight)
6628 Con_Print("No selected light to lock on.\n");
6631 r_editlights_lockcursor = true;
6634 void R_Shadow_EditLights_Init(void)
6636 Cvar_RegisterVariable(&r_editlights);
6637 Cvar_RegisterVariable(&r_editlights_cursordistance);
6638 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6639 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6640 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6641 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6642 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6643 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6644 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)");
6645 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6646 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6647 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6648 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)");
6649 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6650 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6651 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6652 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6653 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6654 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6655 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)");
6656 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6662 =============================================================================
6666 =============================================================================
6669 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6671 int i, numlights, flag;
6672 float f, relativepoint[3], dist, dist2, lightradius2;
6677 if (r_fullbright.integer)
6679 VectorSet(color, 1, 1, 1);
6685 if (flags & LP_LIGHTMAP)
6687 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6689 VectorClear(diffuse);
6690 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6691 VectorAdd(color, diffuse, color);
6694 VectorSet(color, 1, 1, 1);
6695 color[0] += r_refdef.scene.ambient;
6696 color[1] += r_refdef.scene.ambient;
6697 color[2] += r_refdef.scene.ambient;
6700 if (flags & LP_RTWORLD)
6702 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6703 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6704 for (i = 0; i < numlights; i++)
6706 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6709 light = &dlight->rtlight;
6710 if (!(light->flags & flag))
6713 lightradius2 = light->radius * light->radius;
6714 VectorSubtract(light->shadoworigin, p, relativepoint);
6715 dist2 = VectorLength2(relativepoint);
6716 if (dist2 >= lightradius2)
6718 dist = sqrt(dist2) / light->radius;
6719 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6722 // todo: add to both ambient and diffuse
6723 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6724 VectorMA(color, f, light->currentcolor, color);
6727 if (flags & LP_DYNLIGHT)
6730 for (i = 0;i < r_refdef.scene.numlights;i++)
6732 light = r_refdef.scene.lights[i];
6734 lightradius2 = light->radius * light->radius;
6735 VectorSubtract(light->shadoworigin, p, relativepoint);
6736 dist2 = VectorLength2(relativepoint);
6737 if (dist2 >= lightradius2)
6739 dist = sqrt(dist2) / light->radius;
6740 f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6743 // todo: add to both ambient and diffuse
6744 if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6745 VectorMA(color, f, light->color, color);
6750 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6752 int i, numlights, flag;
6755 float relativepoint[3];
6764 if (r_fullbright.integer)
6766 VectorSet(ambient, 1, 1, 1);
6767 VectorClear(diffuse);
6768 VectorClear(lightdir);
6772 if (flags == LP_LIGHTMAP)
6774 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6775 VectorClear(diffuse);
6776 VectorClear(lightdir);
6777 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6778 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6780 VectorSet(ambient, 1, 1, 1);
6784 memset(sample, 0, sizeof(sample));
6785 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6787 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6790 VectorClear(tempambient);
6792 VectorClear(relativepoint);
6793 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6794 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6795 VectorScale(color, r_refdef.lightmapintensity, color);
6796 VectorAdd(sample, tempambient, sample);
6797 VectorMA(sample , 0.5f , color, sample );
6798 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6799 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6800 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6801 // calculate a weighted average light direction as well
6802 intensity = VectorLength(color);
6803 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6806 if (flags & LP_RTWORLD)
6808 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6809 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6810 for (i = 0; i < numlights; i++)
6812 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6815 light = &dlight->rtlight;
6816 if (!(light->flags & flag))
6819 lightradius2 = light->radius * light->radius;
6820 VectorSubtract(light->shadoworigin, p, relativepoint);
6821 dist2 = VectorLength2(relativepoint);
6822 if (dist2 >= lightradius2)
6824 dist = sqrt(dist2) / light->radius;
6825 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6826 if (intensity <= 0.0f)
6828 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6830 // scale down intensity to add to both ambient and diffuse
6831 //intensity *= 0.5f;
6832 VectorNormalize(relativepoint);
6833 VectorScale(light->currentcolor, intensity, color);
6834 VectorMA(sample , 0.5f , color, sample );
6835 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6836 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6837 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6838 // calculate a weighted average light direction as well
6839 intensity *= VectorLength(color);
6840 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6844 if (flags & LP_DYNLIGHT)
6847 for (i = 0;i < r_refdef.scene.numlights;i++)
6849 light = r_refdef.scene.lights[i];
6851 lightradius2 = light->radius * light->radius;
6852 VectorSubtract(light->shadoworigin, p, relativepoint);
6853 dist2 = VectorLength2(relativepoint);
6854 if (dist2 >= lightradius2)
6856 dist = sqrt(dist2) / light->radius;
6857 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6858 if (intensity <= 0.0f)
6860 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6862 // scale down intensity to add to both ambient and diffuse
6863 //intensity *= 0.5f;
6864 VectorNormalize(relativepoint);
6865 VectorScale(light->currentcolor, intensity, color);
6866 VectorMA(sample , 0.5f , color, sample );
6867 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6868 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6869 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6870 // calculate a weighted average light direction as well
6871 intensity *= VectorLength(color);
6872 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6876 // calculate the direction we'll use to reduce the sample to a directional light source
6877 VectorCopy(sample + 12, dir);
6878 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6879 VectorNormalize(dir);
6880 // extract the diffuse color along the chosen direction and scale it
6881 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6882 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6883 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6884 // subtract some of diffuse from ambient
6885 VectorMA(sample, -0.333f, diffuse, ambient);
6886 // store the normalized lightdir
6887 VectorCopy(dir, lightdir);