3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 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"};
198 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"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 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)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 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)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 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"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 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"};
217 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)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 r_refdef.stats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
705 if (r_shadow_compilingrtlight)
707 // if we're compiling an rtlight, capture the mesh
708 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
711 r_refdef.stats.lights_shadowtriangles += numtriangles;
713 R_Mesh_VertexPointer(vertex3f);
714 GL_LockArrays(0, numvertices);
715 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
717 // decrement stencil if backface is behind depthbuffer
718 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
719 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
720 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
721 // increment stencil if frontface is behind depthbuffer
722 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
723 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
725 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
730 static void R_Shadow_MakeTextures(void)
733 float v[3], intensity;
735 R_FreeTexturePool(&r_shadow_texturepool);
736 r_shadow_texturepool = R_AllocTexturePool();
737 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
738 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
739 #define ATTEN2DSIZE 64
740 #define ATTEN3DSIZE 32
741 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
742 for (y = 0;y < ATTEN2DSIZE;y++)
744 for (x = 0;x < ATTEN2DSIZE;x++)
746 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
747 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
749 intensity = 1.0f - sqrt(DotProduct(v, v));
751 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
752 d = (int)bound(0, intensity, 255);
753 data[(y*ATTEN2DSIZE+x)*4+0] = d;
754 data[(y*ATTEN2DSIZE+x)*4+1] = d;
755 data[(y*ATTEN2DSIZE+x)*4+2] = d;
756 data[(y*ATTEN2DSIZE+x)*4+3] = d;
759 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
760 if (r_shadow_texture3d.integer && gl_texture3d)
762 for (z = 0;z < ATTEN3DSIZE;z++)
764 for (y = 0;y < ATTEN3DSIZE;y++)
766 for (x = 0;x < ATTEN3DSIZE;x++)
768 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
769 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 intensity = 1.0f - sqrt(DotProduct(v, v));
773 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
774 d = (int)bound(0, intensity, 255);
775 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
782 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
787 void R_Shadow_ValidateCvars(void)
789 if (r_shadow_texture3d.integer && !gl_texture3d)
790 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
791 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
792 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
795 // light currently being rendered
796 rtlight_t *r_shadow_rtlight;
798 // this is the location of the light in entity space
799 vec3_t r_shadow_entitylightorigin;
800 // this transforms entity coordinates to light filter cubemap coordinates
801 // (also often used for other purposes)
802 matrix4x4_t r_shadow_entitytolight;
803 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
804 // of attenuation texturing in full 3D (Z result often ignored)
805 matrix4x4_t r_shadow_entitytoattenuationxyz;
806 // this transforms only the Z to S, and T is always 0.5
807 matrix4x4_t r_shadow_entitytoattenuationz;
809 void R_Shadow_RenderMode_Begin(void)
811 R_Shadow_ValidateCvars();
813 if (!r_shadow_attenuation2dtexture
814 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
815 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
816 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
817 R_Shadow_MakeTextures();
820 R_Mesh_ColorPointer(NULL);
821 R_Mesh_ResetTextureState();
822 GL_BlendFunc(GL_ONE, GL_ZERO);
825 GL_Color(0, 0, 0, 1);
826 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
827 qglEnable(GL_CULL_FACE);CHECKGLERROR
828 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
830 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
832 if (gl_ext_stenciltwoside.integer)
833 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
835 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
837 if (r_glsl.integer && gl_support_fragment_shader)
838 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
839 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
840 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
845 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
847 r_shadow_rtlight = rtlight;
850 void R_Shadow_RenderMode_Reset(void)
853 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
855 qglUseProgramObjectARB(0);CHECKGLERROR
857 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
859 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
861 R_Mesh_ColorPointer(NULL);
862 R_Mesh_ResetTextureState();
865 void R_Shadow_RenderMode_StencilShadowVolumes(void)
868 R_Shadow_RenderMode_Reset();
869 GL_Color(1, 1, 1, 1);
870 GL_ColorMask(0, 0, 0, 0);
871 GL_BlendFunc(GL_ONE, GL_ZERO);
874 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
875 qglDepthFunc(GL_LESS);CHECKGLERROR
876 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
877 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
878 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
879 r_shadow_rendermode = r_shadow_shadowingrendermode;
880 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
882 qglDisable(GL_CULL_FACE);CHECKGLERROR
883 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
884 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
885 qglStencilMask(~0);CHECKGLERROR
886 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
887 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
888 qglStencilMask(~0);CHECKGLERROR
889 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
893 qglEnable(GL_CULL_FACE);CHECKGLERROR
894 qglStencilMask(~0);CHECKGLERROR
895 // this is changed by every shadow render so its value here is unimportant
896 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
898 GL_Clear(GL_STENCIL_BUFFER_BIT);
899 r_refdef.stats.lights_clears++;
902 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
905 R_Shadow_RenderMode_Reset();
906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
909 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
910 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
911 GL_Color(1, 1, 1, 1);
912 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
915 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
919 qglDepthFunc(GL_EQUAL);CHECKGLERROR
921 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
922 qglEnable(GL_CULL_FACE);CHECKGLERROR
925 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
929 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
931 qglStencilMask(~0);CHECKGLERROR
932 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
933 // only draw light where this geometry was already rendered AND the
934 // stencil is 128 (values other than this mean shadow)
935 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
936 r_shadow_rendermode = r_shadow_lightingrendermode;
937 // do global setup needed for the chosen lighting mode
938 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
940 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
941 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
942 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
943 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
944 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
945 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
946 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
947 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
948 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
949 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
950 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
952 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
957 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
960 R_Shadow_RenderMode_Reset();
961 GL_BlendFunc(GL_ONE, GL_ONE);
963 GL_DepthTest(!r_showdisabledepthtest.integer);
964 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
965 GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
966 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
967 qglDepthFunc(GL_GEQUAL);CHECKGLERROR
968 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
969 qglDisable(GL_CULL_FACE);CHECKGLERROR
970 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
971 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
974 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
977 R_Shadow_RenderMode_Reset();
978 GL_BlendFunc(GL_ONE, GL_ONE);
980 GL_DepthTest(!r_showdisabledepthtest.integer);
981 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
982 GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
983 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
986 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
990 qglDepthFunc(GL_EQUAL);CHECKGLERROR
992 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
993 qglEnable(GL_CULL_FACE);CHECKGLERROR
996 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1000 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1002 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1005 void R_Shadow_RenderMode_End(void)
1008 R_Shadow_RenderMode_Reset();
1009 R_Shadow_RenderMode_ActiveLight(NULL);
1010 GL_BlendFunc(GL_ONE, GL_ZERO);
1013 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1014 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1015 GL_Color(1, 1, 1, 1);
1016 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1017 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1018 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1019 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
1020 qglEnable(GL_CULL_FACE);CHECKGLERROR
1021 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1022 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1023 if (gl_support_stenciltwoside)
1025 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1027 qglStencilMask(~0);CHECKGLERROR
1028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1029 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1032 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1034 int i, ix1, iy1, ix2, iy2;
1035 float x1, y1, x2, y2;
1038 mplane_t planes[11];
1039 float vertex3f[256*3];
1041 // if view is inside the light box, just say yes it's visible
1042 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1044 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1048 // create a temporary brush describing the area the light can affect in worldspace
1049 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1050 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1051 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1052 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1053 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1054 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1055 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1056 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1057 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1058 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1059 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1061 // turn the brush into a mesh
1062 memset(&mesh, 0, sizeof(rmesh_t));
1063 mesh.maxvertices = 256;
1064 mesh.vertex3f = vertex3f;
1065 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1066 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1068 // if that mesh is empty, the light is not visible at all
1069 if (!mesh.numvertices)
1072 if (!r_shadow_scissor.integer)
1075 // if that mesh is not empty, check what area of the screen it covers
1076 x1 = y1 = x2 = y2 = 0;
1078 //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1079 for (i = 0;i < mesh.numvertices;i++)
1081 VectorCopy(mesh.vertex3f + i * 3, v);
1082 GL_TransformToScreen(v, v2);
1083 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1086 if (x1 > v2[0]) x1 = v2[0];
1087 if (x2 < v2[0]) x2 = v2[0];
1088 if (y1 > v2[1]) y1 = v2[1];
1089 if (y2 < v2[1]) y2 = v2[1];
1098 // now convert the scissor rectangle to integer screen coordinates
1099 ix1 = (int)(x1 - 1.0f);
1100 iy1 = (int)(y1 - 1.0f);
1101 ix2 = (int)(x2 + 1.0f);
1102 iy2 = (int)(y2 + 1.0f);
1103 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1105 // clamp it to the screen
1106 if (ix1 < r_view.x) ix1 = r_view.x;
1107 if (iy1 < r_view.y) iy1 = r_view.y;
1108 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1109 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1111 // if it is inside out, it's not visible
1112 if (ix2 <= ix1 || iy2 <= iy1)
1115 // the light area is visible, set up the scissor rectangle
1116 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1117 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1118 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1119 r_refdef.stats.lights_scissored++;
1123 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1125 int numverts = surface->num_vertices;
1126 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1127 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1128 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1129 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1130 if (r_textureunits.integer >= 3)
1132 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1134 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1135 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1136 if ((dot = DotProduct(n, v)) < 0)
1138 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1139 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1140 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1141 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1142 if (r_refdef.fogenabled)
1144 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1145 VectorScale(color4f, f, color4f);
1149 VectorClear(color4f);
1153 else if (r_textureunits.integer >= 2)
1155 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1157 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1158 if ((dist = fabs(v[2])) < 1)
1160 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1161 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1162 if ((dot = DotProduct(n, v)) < 0)
1164 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1165 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1166 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1167 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1171 color4f[0] = ambientcolor[0] * distintensity;
1172 color4f[1] = ambientcolor[1] * distintensity;
1173 color4f[2] = ambientcolor[2] * distintensity;
1175 if (r_refdef.fogenabled)
1177 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1178 VectorScale(color4f, f, color4f);
1182 VectorClear(color4f);
1188 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1190 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1191 if ((dist = DotProduct(v, v)) < 1)
1194 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1195 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1196 if ((dot = DotProduct(n, v)) < 0)
1198 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1199 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1200 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1201 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1205 color4f[0] = ambientcolor[0] * distintensity;
1206 color4f[1] = ambientcolor[1] * distintensity;
1207 color4f[2] = ambientcolor[2] * distintensity;
1209 if (r_refdef.fogenabled)
1211 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1212 VectorScale(color4f, f, color4f);
1216 VectorClear(color4f);
1222 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1224 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1226 int surfacelistindex;
1227 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1229 const msurface_t *surface = surfacelist[surfacelistindex];
1231 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1232 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1233 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1234 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1235 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1237 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1239 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1240 // the cubemap normalizes this for us
1241 out3f[0] = DotProduct(svector3f, lightdir);
1242 out3f[1] = DotProduct(tvector3f, lightdir);
1243 out3f[2] = DotProduct(normal3f, lightdir);
1248 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1250 int surfacelistindex;
1251 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1253 const msurface_t *surface = surfacelist[surfacelistindex];
1255 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1256 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1257 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1258 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1259 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1260 float lightdir[3], eyedir[3], halfdir[3];
1261 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1263 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1264 VectorNormalize(lightdir);
1265 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1266 VectorNormalize(eyedir);
1267 VectorAdd(lightdir, eyedir, halfdir);
1268 // the cubemap normalizes this for us
1269 out3f[0] = DotProduct(svector3f, halfdir);
1270 out3f[1] = DotProduct(tvector3f, halfdir);
1271 out3f[2] = DotProduct(normal3f, halfdir);
1276 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1278 // used to display how many times a surface is lit for level design purposes
1279 GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1280 R_Mesh_ColorPointer(NULL);
1281 R_Mesh_ResetTextureState();
1282 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1283 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1284 GL_LockArrays(0, 0);
1287 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1289 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1290 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1291 R_SetupSurfaceShader(lightcolorbase, false);
1292 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1293 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1294 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1295 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1296 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1298 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1300 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1301 GL_LockArrays(0, 0);
1302 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1304 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1308 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1310 // shared final code for all the dot3 layers
1312 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1313 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1315 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1316 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1317 GL_LockArrays(0, 0);
1321 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1324 // colorscale accounts for how much we multiply the brightness
1327 // mult is how many times the final pass of the lighting will be
1328 // performed to get more brightness than otherwise possible.
1330 // Limit mult to 64 for sanity sake.
1332 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1334 // 3 3D combine path (Geforce3, Radeon 8500)
1335 memset(&m, 0, sizeof(m));
1336 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1337 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1338 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1339 m.tex[1] = R_GetTexture(basetexture);
1340 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1341 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1342 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1343 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1344 m.texmatrix[2] = r_shadow_entitytolight;
1345 GL_BlendFunc(GL_ONE, GL_ONE);
1347 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1349 // 2 3D combine path (Geforce3, original Radeon)
1350 memset(&m, 0, sizeof(m));
1351 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1352 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1353 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1354 m.tex[1] = R_GetTexture(basetexture);
1355 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1356 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1357 GL_BlendFunc(GL_ONE, GL_ONE);
1359 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1361 // 4 2D combine path (Geforce3, Radeon 8500)
1362 memset(&m, 0, sizeof(m));
1363 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1364 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1365 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1366 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1367 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1368 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1369 m.tex[2] = R_GetTexture(basetexture);
1370 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1371 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1372 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1374 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1375 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1376 m.texmatrix[3] = r_shadow_entitytolight;
1378 GL_BlendFunc(GL_ONE, GL_ONE);
1380 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1382 // 3 2D combine path (Geforce3, original Radeon)
1383 memset(&m, 0, sizeof(m));
1384 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1385 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1386 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1387 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1388 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1389 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1390 m.tex[2] = R_GetTexture(basetexture);
1391 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1392 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1393 GL_BlendFunc(GL_ONE, GL_ONE);
1397 // 2/2/2 2D combine path (any dot3 card)
1398 memset(&m, 0, sizeof(m));
1399 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1400 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1401 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1402 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1403 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1404 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1405 R_Mesh_TextureState(&m);
1406 GL_ColorMask(0,0,0,1);
1407 GL_BlendFunc(GL_ONE, GL_ZERO);
1408 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1409 GL_LockArrays(0, 0);
1412 memset(&m, 0, sizeof(m));
1413 m.tex[0] = R_GetTexture(basetexture);
1414 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1415 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1416 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1418 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1419 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1420 m.texmatrix[1] = r_shadow_entitytolight;
1422 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1424 // this final code is shared
1425 R_Mesh_TextureState(&m);
1426 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1429 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1432 // colorscale accounts for how much we multiply the brightness
1435 // mult is how many times the final pass of the lighting will be
1436 // performed to get more brightness than otherwise possible.
1438 // Limit mult to 64 for sanity sake.
1440 // generate normalization cubemap texcoords
1441 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1442 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1444 // 3/2 3D combine path (Geforce3, Radeon 8500)
1445 memset(&m, 0, sizeof(m));
1446 m.tex[0] = R_GetTexture(normalmaptexture);
1447 m.texcombinergb[0] = GL_REPLACE;
1448 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1449 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1450 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1451 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1452 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1453 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1454 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1455 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1456 R_Mesh_TextureState(&m);
1457 GL_ColorMask(0,0,0,1);
1458 GL_BlendFunc(GL_ONE, GL_ZERO);
1459 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1460 GL_LockArrays(0, 0);
1463 memset(&m, 0, sizeof(m));
1464 m.tex[0] = R_GetTexture(basetexture);
1465 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1466 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1467 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1469 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1470 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1471 m.texmatrix[1] = r_shadow_entitytolight;
1473 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1475 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1477 // 1/2/2 3D combine path (original Radeon)
1478 memset(&m, 0, sizeof(m));
1479 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1480 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1481 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1482 R_Mesh_TextureState(&m);
1483 GL_ColorMask(0,0,0,1);
1484 GL_BlendFunc(GL_ONE, GL_ZERO);
1485 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1486 GL_LockArrays(0, 0);
1489 memset(&m, 0, sizeof(m));
1490 m.tex[0] = R_GetTexture(normalmaptexture);
1491 m.texcombinergb[0] = GL_REPLACE;
1492 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1493 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1494 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1495 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1496 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1497 R_Mesh_TextureState(&m);
1498 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1499 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1500 GL_LockArrays(0, 0);
1503 memset(&m, 0, sizeof(m));
1504 m.tex[0] = R_GetTexture(basetexture);
1505 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1506 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1507 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1509 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1510 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1511 m.texmatrix[1] = r_shadow_entitytolight;
1513 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1515 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1517 // 2/2 3D combine path (original Radeon)
1518 memset(&m, 0, sizeof(m));
1519 m.tex[0] = R_GetTexture(normalmaptexture);
1520 m.texcombinergb[0] = GL_REPLACE;
1521 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1522 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1523 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1524 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1525 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1526 R_Mesh_TextureState(&m);
1527 GL_ColorMask(0,0,0,1);
1528 GL_BlendFunc(GL_ONE, GL_ZERO);
1529 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1530 GL_LockArrays(0, 0);
1533 memset(&m, 0, sizeof(m));
1534 m.tex[0] = R_GetTexture(basetexture);
1535 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1536 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1537 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1538 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1539 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1540 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1542 else if (r_textureunits.integer >= 4)
1544 // 4/2 2D combine path (Geforce3, Radeon 8500)
1545 memset(&m, 0, sizeof(m));
1546 m.tex[0] = R_GetTexture(normalmaptexture);
1547 m.texcombinergb[0] = GL_REPLACE;
1548 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1549 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1550 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1551 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1552 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1553 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1554 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1555 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1556 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1557 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1558 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1559 R_Mesh_TextureState(&m);
1560 GL_ColorMask(0,0,0,1);
1561 GL_BlendFunc(GL_ONE, GL_ZERO);
1562 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1563 GL_LockArrays(0, 0);
1566 memset(&m, 0, sizeof(m));
1567 m.tex[0] = R_GetTexture(basetexture);
1568 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1569 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1570 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1572 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1573 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1574 m.texmatrix[1] = r_shadow_entitytolight;
1576 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1580 // 2/2/2 2D combine path (any dot3 card)
1581 memset(&m, 0, sizeof(m));
1582 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1583 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1584 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1585 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1586 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1587 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1588 R_Mesh_TextureState(&m);
1589 GL_ColorMask(0,0,0,1);
1590 GL_BlendFunc(GL_ONE, GL_ZERO);
1591 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1592 GL_LockArrays(0, 0);
1595 memset(&m, 0, sizeof(m));
1596 m.tex[0] = R_GetTexture(normalmaptexture);
1597 m.texcombinergb[0] = GL_REPLACE;
1598 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1599 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1600 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1601 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1602 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1603 R_Mesh_TextureState(&m);
1604 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1605 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1606 GL_LockArrays(0, 0);
1609 memset(&m, 0, sizeof(m));
1610 m.tex[0] = R_GetTexture(basetexture);
1611 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1612 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1613 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1615 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1616 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1617 m.texmatrix[1] = r_shadow_entitytolight;
1619 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1621 // this final code is shared
1622 R_Mesh_TextureState(&m);
1623 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1626 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1629 // FIXME: detect blendsquare!
1630 //if (!gl_support_blendsquare)
1633 // generate normalization cubemap texcoords
1634 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1635 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1637 // 2/0/0/1/2 3D combine blendsquare path
1638 memset(&m, 0, sizeof(m));
1639 m.tex[0] = R_GetTexture(normalmaptexture);
1640 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1641 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1642 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1643 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1644 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1645 R_Mesh_TextureState(&m);
1646 GL_ColorMask(0,0,0,1);
1647 // this squares the result
1648 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1649 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1650 GL_LockArrays(0, 0);
1652 // second and third pass
1653 R_Mesh_ResetTextureState();
1654 // square alpha in framebuffer a few times to make it shiny
1655 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1656 // these comments are a test run through this math for intensity 0.5
1657 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1658 // 0.25 * 0.25 = 0.0625 (this is another pass)
1659 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1660 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1661 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1662 GL_LockArrays(0, 0);
1665 memset(&m, 0, sizeof(m));
1666 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1667 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1668 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1669 R_Mesh_TextureState(&m);
1670 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1671 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1672 GL_LockArrays(0, 0);
1675 memset(&m, 0, sizeof(m));
1676 m.tex[0] = R_GetTexture(glosstexture);
1677 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1678 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1679 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1681 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1682 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1683 m.texmatrix[1] = r_shadow_entitytolight;
1685 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1687 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1689 // 2/0/0/2 3D combine blendsquare path
1690 memset(&m, 0, sizeof(m));
1691 m.tex[0] = R_GetTexture(normalmaptexture);
1692 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1693 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1694 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1695 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1696 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1697 R_Mesh_TextureState(&m);
1698 GL_ColorMask(0,0,0,1);
1699 // this squares the result
1700 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1701 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1702 GL_LockArrays(0, 0);
1704 // second and third pass
1705 R_Mesh_ResetTextureState();
1706 // square alpha in framebuffer a few times to make it shiny
1707 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1708 // these comments are a test run through this math for intensity 0.5
1709 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1710 // 0.25 * 0.25 = 0.0625 (this is another pass)
1711 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1712 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1713 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1714 GL_LockArrays(0, 0);
1717 memset(&m, 0, sizeof(m));
1718 m.tex[0] = R_GetTexture(glosstexture);
1719 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1720 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1721 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1722 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1723 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1724 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1728 // 2/0/0/2/2 2D combine blendsquare path
1729 memset(&m, 0, sizeof(m));
1730 m.tex[0] = R_GetTexture(normalmaptexture);
1731 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1732 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1733 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1734 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1735 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1736 R_Mesh_TextureState(&m);
1737 GL_ColorMask(0,0,0,1);
1738 // this squares the result
1739 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1740 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1741 GL_LockArrays(0, 0);
1743 // second and third pass
1744 R_Mesh_ResetTextureState();
1745 // square alpha in framebuffer a few times to make it shiny
1746 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1747 // these comments are a test run through this math for intensity 0.5
1748 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1749 // 0.25 * 0.25 = 0.0625 (this is another pass)
1750 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1751 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1752 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1753 GL_LockArrays(0, 0);
1756 memset(&m, 0, sizeof(m));
1757 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1759 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1760 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1761 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1762 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1763 R_Mesh_TextureState(&m);
1764 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1765 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1766 GL_LockArrays(0, 0);
1769 memset(&m, 0, sizeof(m));
1770 m.tex[0] = R_GetTexture(glosstexture);
1771 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1772 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1773 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1775 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1776 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1777 m.texmatrix[1] = r_shadow_entitytolight;
1779 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1781 // this final code is shared
1782 R_Mesh_TextureState(&m);
1783 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1786 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1788 // ARB path (any Geforce, any Radeon)
1789 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1790 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1791 qboolean dospecular = specularscale > 0;
1792 if (!doambient && !dodiffuse && !dospecular)
1794 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1795 R_Mesh_ColorPointer(NULL);
1797 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1799 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1803 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1805 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1810 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1812 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1815 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
1818 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1820 int surfacelistindex;
1822 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1824 const msurface_t *surface = surfacelist[surfacelistindex];
1825 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1827 for (renders = 0;renders < 64;renders++)
1833 int newnumtriangles;
1835 int newelements[3072];
1839 newnumtriangles = 0;
1841 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1843 const msurface_t *surface = surfacelist[surfacelistindex];
1844 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1846 // due to low fillrate on the cards this vertex lighting path is
1847 // designed for, we manually cull all triangles that do not
1848 // contain a lit vertex
1849 // this builds batches of triangles from multiple surfaces and
1850 // renders them at once
1851 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1853 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1855 if (newnumtriangles)
1857 firstvertex = min(firstvertex, e[0]);
1858 lastvertex = max(lastvertex, e[0]);
1865 firstvertex = min(firstvertex, e[1]);
1866 lastvertex = max(lastvertex, e[1]);
1867 firstvertex = min(firstvertex, e[2]);
1868 lastvertex = max(lastvertex, e[2]);
1874 if (newnumtriangles >= 1024)
1876 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1877 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1878 newnumtriangles = 0;
1885 if (newnumtriangles >= 1)
1887 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1888 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1891 GL_LockArrays(0, 0);
1892 // if we couldn't find any lit triangles, exit early
1895 // now reduce the intensity for the next overbright pass
1896 // we have to clamp to 0 here incase the drivers have improper
1897 // handling of negative colors
1898 // (some old drivers even have improper handling of >1 color)
1900 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1904 const msurface_t *surface = surfacelist[surfacelistindex];
1905 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1907 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
1909 c[0] = max(0, c[0] - 1);
1910 c[1] = max(0, c[1] - 1);
1911 c[2] = max(0, c[2] - 1);
1924 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1926 // OpenGL 1.1 path (anything)
1927 model_t *model = rsurface_entity->model;
1928 float ambientcolorbase[3], diffusecolorbase[3];
1929 float ambientcolorpants[3], diffusecolorpants[3];
1930 float ambientcolorshirt[3], diffusecolorshirt[3];
1932 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
1933 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
1934 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
1935 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
1936 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
1937 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
1938 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1939 R_Mesh_ColorPointer(rsurface_array_color4f);
1940 memset(&m, 0, sizeof(m));
1941 m.tex[0] = R_GetTexture(basetexture);
1942 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1943 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1944 if (r_textureunits.integer >= 2)
1947 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1948 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1949 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1950 if (r_textureunits.integer >= 3)
1952 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1953 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1954 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1955 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1958 R_Mesh_TextureState(&m);
1959 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
1960 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1961 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
1964 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1965 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
1969 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1970 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
1974 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
1976 // FIXME: support MATERIALFLAG_NODEPTHTEST
1977 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1978 // calculate colors to render this texture with
1979 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
1980 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
1981 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
1982 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1984 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
1986 qglDisable(GL_CULL_FACE);CHECKGLERROR
1990 qglEnable(GL_CULL_FACE);CHECKGLERROR
1992 if (rsurface_texture->colormapping)
1994 qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
1995 qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1998 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
1999 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
2000 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2003 VectorClear(lightcolorpants);
2006 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2007 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2008 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2011 VectorClear(lightcolorshirt);
2012 switch (r_shadow_rendermode)
2014 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2015 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2017 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2018 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2020 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2021 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2023 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2024 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2027 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2033 switch (r_shadow_rendermode)
2035 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2036 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2038 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2039 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2041 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2042 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2044 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2045 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2048 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2054 void R_RTLight_Update(dlight_t *light, int isstatic)
2057 rtlight_t *rtlight = &light->rtlight;
2058 R_RTLight_Uncompile(rtlight);
2059 memset(rtlight, 0, sizeof(*rtlight));
2061 VectorCopy(light->origin, rtlight->shadoworigin);
2062 VectorCopy(light->color, rtlight->color);
2063 rtlight->radius = light->radius;
2064 //rtlight->cullradius = rtlight->radius;
2065 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2066 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2067 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2068 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2069 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2070 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2071 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2072 rtlight->cubemapname[0] = 0;
2073 if (light->cubemapname[0])
2074 strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname));
2075 else if (light->cubemapnum > 0)
2076 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2077 rtlight->shadow = light->shadow;
2078 rtlight->corona = light->corona;
2079 rtlight->style = light->style;
2080 rtlight->isstatic = isstatic;
2081 rtlight->coronasizescale = light->coronasizescale;
2082 rtlight->ambientscale = light->ambientscale;
2083 rtlight->diffusescale = light->diffusescale;
2084 rtlight->specularscale = light->specularscale;
2085 rtlight->flags = light->flags;
2086 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2087 // this has to scale both rotate and translate because this is an already
2088 // inverted matrix (it transforms from world to light space, not the other
2090 scale = 1.0 / rtlight->radius;
2091 Matrix4x4_Scale(&rtlight->matrix_worldtolight, scale, scale);
2094 // compiles rtlight geometry
2095 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2096 void R_RTLight_Compile(rtlight_t *rtlight)
2098 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2099 entity_render_t *ent = r_refdef.worldentity;
2100 model_t *model = r_refdef.worldmodel;
2101 unsigned char *data;
2103 // compile the light
2104 rtlight->compiled = true;
2105 rtlight->static_numleafs = 0;
2106 rtlight->static_numleafpvsbytes = 0;
2107 rtlight->static_leaflist = NULL;
2108 rtlight->static_leafpvs = NULL;
2109 rtlight->static_numsurfaces = 0;
2110 rtlight->static_surfacelist = NULL;
2111 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2112 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2113 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2114 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2115 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2116 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2118 if (model && model->GetLightInfo)
2120 // this variable must be set for the CompileShadowVolume code
2121 r_shadow_compilingrtlight = rtlight;
2122 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2123 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);
2124 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2125 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2126 rtlight->static_numleafs = numleafs;
2127 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2128 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2129 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2130 rtlight->static_numsurfaces = numsurfaces;
2131 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2133 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2134 if (numleafpvsbytes)
2135 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2137 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2138 if (model->CompileShadowVolume && rtlight->shadow)
2139 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2140 // now we're done compiling the rtlight
2141 r_shadow_compilingrtlight = NULL;
2145 // use smallest available cullradius - box radius or light radius
2146 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2147 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2151 if (rtlight->static_meshchain_shadow)
2154 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2157 shadowtris += mesh->numtriangles;
2161 if (developer.integer >= 10)
2162 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2165 void R_RTLight_Uncompile(rtlight_t *rtlight)
2167 if (rtlight->compiled)
2169 if (rtlight->static_meshchain_shadow)
2170 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2171 rtlight->static_meshchain_shadow = NULL;
2172 // these allocations are grouped
2173 if (rtlight->static_leaflist)
2174 Mem_Free(rtlight->static_leaflist);
2175 rtlight->static_numleafs = 0;
2176 rtlight->static_numleafpvsbytes = 0;
2177 rtlight->static_leaflist = NULL;
2178 rtlight->static_leafpvs = NULL;
2179 rtlight->static_numsurfaces = 0;
2180 rtlight->static_surfacelist = NULL;
2181 rtlight->compiled = false;
2185 void R_Shadow_UncompileWorldLights(void)
2188 for (light = r_shadow_worldlightchain;light;light = light->next)
2189 R_RTLight_Uncompile(&light->rtlight);
2192 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2194 model_t *model = ent->model;
2195 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2196 vec_t relativeshadowradius;
2197 if (ent == r_refdef.worldentity)
2199 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2202 R_Mesh_Matrix(&ent->matrix);
2204 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2206 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2207 R_Mesh_VertexPointer(mesh->vertex3f);
2208 GL_LockArrays(0, mesh->numverts);
2209 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2211 // decrement stencil if backface is behind depthbuffer
2212 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
2213 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2214 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2215 // increment stencil if frontface is behind depthbuffer
2216 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
2217 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2219 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2220 GL_LockArrays(0, 0);
2224 else if (numsurfaces)
2226 R_Mesh_Matrix(&ent->matrix);
2227 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2232 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2233 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2234 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2235 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2236 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2237 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2238 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2239 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2240 R_Mesh_Matrix(&ent->matrix);
2241 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2245 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2247 // set up properties for rendering light onto this entity
2248 RSurf_ActiveEntity(ent, true, true);
2249 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2250 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2251 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2252 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2253 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2254 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2257 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2259 model_t *model = ent->model;
2260 if (!model->DrawLight)
2262 R_Shadow_SetupEntityLight(ent);
2263 if (ent == r_refdef.worldentity)
2264 model->DrawLight(ent, numsurfaces, surfacelist);
2266 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2269 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2273 int numleafs, numsurfaces;
2274 int *leaflist, *surfacelist;
2275 unsigned char *leafpvs;
2276 int numlightentities;
2277 int numshadowentities;
2278 entity_render_t *lightentities[MAX_EDICTS];
2279 entity_render_t *shadowentities[MAX_EDICTS];
2281 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2282 // skip lights that are basically invisible (color 0 0 0)
2283 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2286 // loading is done before visibility checks because loading should happen
2287 // all at once at the start of a level, not when it stalls gameplay.
2288 // (especially important to benchmarks)
2290 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2291 R_RTLight_Compile(rtlight);
2293 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2295 // look up the light style value at this time
2296 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2297 VectorScale(rtlight->color, f, rtlight->currentcolor);
2299 if (rtlight->selected)
2301 f = 2 + sin(realtime * M_PI * 4.0);
2302 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2306 // if lightstyle is currently off, don't draw the light
2307 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2310 // if the light box is offscreen, skip it
2311 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2314 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2316 // compiled light, world available and can receive realtime lighting
2317 // retrieve leaf information
2318 numleafs = rtlight->static_numleafs;
2319 leaflist = rtlight->static_leaflist;
2320 leafpvs = rtlight->static_leafpvs;
2321 numsurfaces = rtlight->static_numsurfaces;
2322 surfacelist = rtlight->static_surfacelist;
2324 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2326 // dynamic light, world available and can receive realtime lighting
2327 // calculate lit surfaces and leafs
2328 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2329 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2330 leaflist = r_shadow_buffer_leaflist;
2331 leafpvs = r_shadow_buffer_leafpvs;
2332 surfacelist = r_shadow_buffer_surfacelist;
2333 // if the reduced leaf bounds are offscreen, skip it
2334 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2346 // check if light is illuminating any visible leafs
2349 for (i = 0;i < numleafs;i++)
2350 if (r_viewcache.world_leafvisible[leaflist[i]])
2355 // set up a scissor rectangle for this light
2356 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2359 // make a list of lit entities and shadow casting entities
2360 numlightentities = 0;
2361 numshadowentities = 0;
2362 // don't count the world unless some surfaces are actually lit
2365 lightentities[numlightentities++] = r_refdef.worldentity;
2366 shadowentities[numshadowentities++] = r_refdef.worldentity;
2368 // add dynamic entities that are lit by the light
2369 if (r_drawentities.integer)
2371 for (i = 0;i < r_refdef.numentities;i++)
2374 entity_render_t *ent = r_refdef.entities[i];
2375 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2376 && (model = ent->model)
2377 && !(ent->flags & RENDER_TRANSPARENT)
2378 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2380 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2382 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2383 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2384 shadowentities[numshadowentities++] = ent;
2385 if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2386 lightentities[numlightentities++] = ent;
2391 // return if there's nothing at all to light
2392 if (!numlightentities)
2395 // don't let sound skip if going slow
2396 if (r_refdef.extraupdate)
2399 // make this the active rtlight for rendering purposes
2400 R_Shadow_RenderMode_ActiveLight(rtlight);
2401 // count this light in the r_speeds
2402 r_refdef.stats.lights++;
2405 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2407 // draw stencil shadow volumes to mask off pixels that are in shadow
2408 // so that they won't receive lighting
2412 R_Shadow_RenderMode_StencilShadowVolumes();
2413 for (i = 0;i < numshadowentities;i++)
2414 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2417 // optionally draw visible shape of the shadow volumes
2418 // for performance analysis by level designers
2419 if (r_showshadowvolumes.integer)
2421 R_Shadow_RenderMode_VisibleShadowVolumes();
2422 for (i = 0;i < numshadowentities;i++)
2423 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2427 if (numlightentities)
2429 // draw lighting in the unmasked areas
2430 R_Shadow_RenderMode_Lighting(usestencil, false);
2431 for (i = 0;i < numlightentities;i++)
2432 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2434 // optionally draw the illuminated areas
2435 // for performance analysis by level designers
2436 if (r_showlighting.integer)
2438 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2439 for (i = 0;i < numlightentities;i++)
2440 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2445 void R_ShadowVolumeLighting(qboolean visible)
2450 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2451 R_Shadow_EditLights_Reload_f();
2453 R_Shadow_RenderMode_Begin();
2455 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2456 if (r_shadow_debuglight.integer >= 0)
2458 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2459 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2460 R_DrawRTLight(&light->rtlight, visible);
2463 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2464 if (light->flags & flag)
2465 R_DrawRTLight(&light->rtlight, visible);
2466 if (r_refdef.rtdlight)
2467 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2468 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2470 R_Shadow_RenderMode_End();
2473 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2474 typedef struct suffixinfo_s
2477 qboolean flipx, flipy, flipdiagonal;
2480 static suffixinfo_t suffix[3][6] =
2483 {"px", false, false, false},
2484 {"nx", false, false, false},
2485 {"py", false, false, false},
2486 {"ny", false, false, false},
2487 {"pz", false, false, false},
2488 {"nz", false, false, false}
2491 {"posx", false, false, false},
2492 {"negx", false, false, false},
2493 {"posy", false, false, false},
2494 {"negy", false, false, false},
2495 {"posz", false, false, false},
2496 {"negz", false, false, false}
2499 {"rt", true, false, true},
2500 {"lf", false, true, true},
2501 {"ft", true, true, false},
2502 {"bk", false, false, false},
2503 {"up", true, false, true},
2504 {"dn", true, false, true}
2508 static int componentorder[4] = {0, 1, 2, 3};
2510 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2512 int i, j, cubemapsize;
2513 unsigned char *cubemappixels, *image_rgba;
2514 rtexture_t *cubemaptexture;
2516 // must start 0 so the first loadimagepixels has no requested width/height
2518 cubemappixels = NULL;
2519 cubemaptexture = NULL;
2520 // keep trying different suffix groups (posx, px, rt) until one loads
2521 for (j = 0;j < 3 && !cubemappixels;j++)
2523 // load the 6 images in the suffix group
2524 for (i = 0;i < 6;i++)
2526 // generate an image name based on the base and and suffix
2527 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2529 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2531 // an image loaded, make sure width and height are equal
2532 if (image_width == image_height)
2534 // if this is the first image to load successfully, allocate the cubemap memory
2535 if (!cubemappixels && image_width >= 1)
2537 cubemapsize = image_width;
2538 // note this clears to black, so unavailable sides are black
2539 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2541 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2543 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2546 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2548 Mem_Free(image_rgba);
2552 // if a cubemap loaded, upload it
2555 if (!r_shadow_filters_texturepool)
2556 r_shadow_filters_texturepool = R_AllocTexturePool();
2557 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2558 Mem_Free(cubemappixels);
2562 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2563 for (j = 0;j < 3;j++)
2564 for (i = 0;i < 6;i++)
2565 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2566 Con_Print(" and was unable to find any of them.\n");
2568 return cubemaptexture;
2571 rtexture_t *R_Shadow_Cubemap(const char *basename)
2574 for (i = 0;i < numcubemaps;i++)
2575 if (!strcasecmp(cubemaps[i].basename, basename))
2576 return cubemaps[i].texture;
2577 if (i >= MAX_CUBEMAPS)
2578 return r_texture_whitecube;
2580 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
2581 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2582 if (!cubemaps[i].texture)
2583 cubemaps[i].texture = r_texture_whitecube;
2584 return cubemaps[i].texture;
2587 void R_Shadow_FreeCubemaps(void)
2590 R_FreeTexturePool(&r_shadow_filters_texturepool);
2593 dlight_t *R_Shadow_NewWorldLight(void)
2596 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2597 light->next = r_shadow_worldlightchain;
2598 r_shadow_worldlightchain = light;
2602 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)
2604 VectorCopy(origin, light->origin);
2605 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2606 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2607 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2608 light->color[0] = max(color[0], 0);
2609 light->color[1] = max(color[1], 0);
2610 light->color[2] = max(color[2], 0);
2611 light->radius = max(radius, 0);
2612 light->style = style;
2613 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2615 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2618 light->shadow = shadowenable;
2619 light->corona = corona;
2622 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2623 light->coronasizescale = coronasizescale;
2624 light->ambientscale = ambientscale;
2625 light->diffusescale = diffusescale;
2626 light->specularscale = specularscale;
2627 light->flags = flags;
2628 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2630 R_RTLight_Update(light, true);
2633 void R_Shadow_FreeWorldLight(dlight_t *light)
2635 dlight_t **lightpointer;
2636 R_RTLight_Uncompile(&light->rtlight);
2637 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2638 if (*lightpointer != light)
2639 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2640 *lightpointer = light->next;
2644 void R_Shadow_ClearWorldLights(void)
2646 while (r_shadow_worldlightchain)
2647 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2648 r_shadow_selectedlight = NULL;
2649 R_Shadow_FreeCubemaps();
2652 void R_Shadow_SelectLight(dlight_t *light)
2654 if (r_shadow_selectedlight)
2655 r_shadow_selectedlight->selected = false;
2656 r_shadow_selectedlight = light;
2657 if (r_shadow_selectedlight)
2658 r_shadow_selectedlight->selected = true;
2661 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2663 // this is never batched (there can be only one)
2664 float scale = r_editlights_cursorgrid.value * 0.5f;
2665 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2668 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2670 // this is never batched (due to the ent parameter changing every time)
2671 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2673 const dlight_t *light = (dlight_t *)ent;
2675 if (light->selected)
2676 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2679 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2682 void R_Shadow_DrawLightSprites(void)
2687 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2688 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2689 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2692 void R_Shadow_SelectLightInView(void)
2694 float bestrating, rating, temp[3];
2695 dlight_t *best, *light;
2698 for (light = r_shadow_worldlightchain;light;light = light->next)
2700 VectorSubtract(light->origin, r_view.origin, temp);
2701 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2704 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2705 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2707 bestrating = rating;
2712 R_Shadow_SelectLight(best);
2715 void R_Shadow_LoadWorldLights(void)
2717 int n, a, style, shadow, flags;
2718 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2719 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2720 if (r_refdef.worldmodel == NULL)
2722 Con_Print("No map loaded.\n");
2725 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2726 strlcat (name, ".rtlights", sizeof (name));
2727 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2737 for (;COM_Parse(t, true) && strcmp(
2738 if (COM_Parse(t, true))
2740 if (com_token[0] == '!')
2743 origin[0] = atof(com_token+1);
2746 origin[0] = atof(com_token);
2751 while (*s && *s != '\n' && *s != '\r')
2757 // check for modifier flags
2764 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &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);
2767 flags = LIGHTFLAG_REALTIMEMODE;
2775 coronasizescale = 0.25f;
2777 VectorClear(angles);
2780 if (a < 9 || !strcmp(cubemapname, "\"\""))
2782 // remove quotes on cubemapname
2783 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2786 namelen = strlen(cubemapname) - 2;
2787 memmove(cubemapname, cubemapname + 1, namelen);
2788 cubemapname[namelen] = '\0';
2792 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);
2795 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2803 Con_Printf("invalid rtlights file \"%s\"\n", name);
2804 Mem_Free(lightsstring);
2808 void R_Shadow_SaveWorldLights(void)
2811 size_t bufchars, bufmaxchars;
2813 char name[MAX_QPATH];
2814 char line[MAX_INPUTLINE];
2815 if (!r_shadow_worldlightchain)
2817 if (r_refdef.worldmodel == NULL)
2819 Con_Print("No map loaded.\n");
2822 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2823 strlcat (name, ".rtlights", sizeof (name));
2824 bufchars = bufmaxchars = 0;
2826 for (light = r_shadow_worldlightchain;light;light = light->next)
2828 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2829 sprintf(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);
2830 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2831 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
2833 sprintf(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);
2834 if (bufchars + strlen(line) > bufmaxchars)
2836 bufmaxchars = bufchars + strlen(line) + 2048;
2838 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2842 memcpy(buf, oldbuf, bufchars);
2848 memcpy(buf + bufchars, line, strlen(line));
2849 bufchars += strlen(line);
2853 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2858 void R_Shadow_LoadLightsFile(void)
2861 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2862 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2863 if (r_refdef.worldmodel == NULL)
2865 Con_Print("No map loaded.\n");
2868 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2869 strlcat (name, ".lights", sizeof (name));
2870 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2878 while (*s && *s != '\n' && *s != '\r')
2884 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);
2888 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);
2891 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2892 radius = bound(15, radius, 4096);
2893 VectorScale(color, (2.0f / (8388608.0f)), color);
2894 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2902 Con_Printf("invalid lights file \"%s\"\n", name);
2903 Mem_Free(lightsstring);
2907 // tyrlite/hmap2 light types in the delay field
2908 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2910 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2912 int entnum, style, islight, skin, pflags, effects, type, n;
2915 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2916 char key[256], value[MAX_INPUTLINE];
2918 if (r_refdef.worldmodel == NULL)
2920 Con_Print("No map loaded.\n");
2923 // try to load a .ent file first
2924 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2925 strlcat (key, ".ent", sizeof (key));
2926 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2927 // and if that is not found, fall back to the bsp file entity string
2929 data = r_refdef.worldmodel->brush.entities;
2932 for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
2934 type = LIGHTTYPE_MINUSX;
2935 origin[0] = origin[1] = origin[2] = 0;
2936 originhack[0] = originhack[1] = originhack[2] = 0;
2937 angles[0] = angles[1] = angles[2] = 0;
2938 color[0] = color[1] = color[2] = 1;
2939 light[0] = light[1] = light[2] = 1;light[3] = 300;
2940 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2950 if (!COM_ParseTokenConsole(&data))
2952 if (com_token[0] == '}')
2953 break; // end of entity
2954 if (com_token[0] == '_')
2955 strlcpy(key, com_token + 1, sizeof(key));
2957 strlcpy(key, com_token, sizeof(key));
2958 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2959 key[strlen(key)-1] = 0;
2960 if (!COM_ParseTokenConsole(&data))
2962 strlcpy(value, com_token, sizeof(value));
2964 // now that we have the key pair worked out...
2965 if (!strcmp("light", key))
2967 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2971 light[0] = vec[0] * (1.0f / 256.0f);
2972 light[1] = vec[0] * (1.0f / 256.0f);
2973 light[2] = vec[0] * (1.0f / 256.0f);
2979 light[0] = vec[0] * (1.0f / 255.0f);
2980 light[1] = vec[1] * (1.0f / 255.0f);
2981 light[2] = vec[2] * (1.0f / 255.0f);
2985 else if (!strcmp("delay", key))
2987 else if (!strcmp("origin", key))
2988 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2989 else if (!strcmp("angle", key))
2990 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2991 else if (!strcmp("angles", key))
2992 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2993 else if (!strcmp("color", key))
2994 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2995 else if (!strcmp("wait", key))
2996 fadescale = atof(value);
2997 else if (!strcmp("classname", key))
2999 if (!strncmp(value, "light", 5))
3002 if (!strcmp(value, "light_fluoro"))
3007 overridecolor[0] = 1;
3008 overridecolor[1] = 1;
3009 overridecolor[2] = 1;
3011 if (!strcmp(value, "light_fluorospark"))
3016 overridecolor[0] = 1;
3017 overridecolor[1] = 1;
3018 overridecolor[2] = 1;
3020 if (!strcmp(value, "light_globe"))
3025 overridecolor[0] = 1;
3026 overridecolor[1] = 0.8;
3027 overridecolor[2] = 0.4;
3029 if (!strcmp(value, "light_flame_large_yellow"))
3034 overridecolor[0] = 1;
3035 overridecolor[1] = 0.5;
3036 overridecolor[2] = 0.1;
3038 if (!strcmp(value, "light_flame_small_yellow"))
3043 overridecolor[0] = 1;
3044 overridecolor[1] = 0.5;
3045 overridecolor[2] = 0.1;
3047 if (!strcmp(value, "light_torch_small_white"))
3052 overridecolor[0] = 1;
3053 overridecolor[1] = 0.5;
3054 overridecolor[2] = 0.1;
3056 if (!strcmp(value, "light_torch_small_walltorch"))
3061 overridecolor[0] = 1;
3062 overridecolor[1] = 0.5;
3063 overridecolor[2] = 0.1;
3067 else if (!strcmp("style", key))
3068 style = atoi(value);
3069 else if (!strcmp("skin", key))
3070 skin = (int)atof(value);
3071 else if (!strcmp("pflags", key))
3072 pflags = (int)atof(value);
3073 else if (!strcmp("effects", key))
3074 effects = (int)atof(value);
3075 else if (r_refdef.worldmodel->type == mod_brushq3)
3077 if (!strcmp("scale", key))
3078 lightscale = atof(value);
3079 if (!strcmp("fade", key))
3080 fadescale = atof(value);
3085 if (lightscale <= 0)
3089 if (color[0] == color[1] && color[0] == color[2])
3091 color[0] *= overridecolor[0];
3092 color[1] *= overridecolor[1];
3093 color[2] *= overridecolor[2];
3095 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3096 color[0] = color[0] * light[0];
3097 color[1] = color[1] * light[1];
3098 color[2] = color[2] * light[2];
3101 case LIGHTTYPE_MINUSX:
3103 case LIGHTTYPE_RECIPX:
3105 VectorScale(color, (1.0f / 16.0f), color);
3107 case LIGHTTYPE_RECIPXX:
3109 VectorScale(color, (1.0f / 16.0f), color);
3112 case LIGHTTYPE_NONE:
3116 case LIGHTTYPE_MINUSXX:
3119 VectorAdd(origin, originhack, origin);
3121 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);
3124 Mem_Free(entfiledata);
3128 void R_Shadow_SetCursorLocationForView(void)
3131 vec3_t dest, endpos;
3133 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3134 trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3135 if (trace.fraction < 1)
3137 dist = trace.fraction * r_editlights_cursordistance.value;
3138 push = r_editlights_cursorpushback.value;
3142 VectorMA(trace.endpos, push, r_view.forward, endpos);
3143 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3147 VectorClear( endpos );
3149 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3150 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3151 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3154 void R_Shadow_UpdateWorldLightSelection(void)
3156 if (r_editlights.integer)
3158 R_Shadow_SetCursorLocationForView();
3159 R_Shadow_SelectLightInView();
3160 R_Shadow_DrawLightSprites();
3163 R_Shadow_SelectLight(NULL);
3166 void R_Shadow_EditLights_Clear_f(void)
3168 R_Shadow_ClearWorldLights();
3171 void R_Shadow_EditLights_Reload_f(void)
3173 if (!r_refdef.worldmodel)
3175 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3176 R_Shadow_ClearWorldLights();
3177 R_Shadow_LoadWorldLights();
3178 if (r_shadow_worldlightchain == NULL)
3180 R_Shadow_LoadLightsFile();
3181 if (r_shadow_worldlightchain == NULL)
3182 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3186 void R_Shadow_EditLights_Save_f(void)
3188 if (!r_refdef.worldmodel)
3190 R_Shadow_SaveWorldLights();
3193 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3195 R_Shadow_ClearWorldLights();
3196 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3199 void R_Shadow_EditLights_ImportLightsFile_f(void)
3201 R_Shadow_ClearWorldLights();
3202 R_Shadow_LoadLightsFile();
3205 void R_Shadow_EditLights_Spawn_f(void)
3208 if (!r_editlights.integer)
3210 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3213 if (Cmd_Argc() != 1)
3215 Con_Print("r_editlights_spawn does not take parameters\n");
3218 color[0] = color[1] = color[2] = 1;
3219 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3222 void R_Shadow_EditLights_Edit_f(void)
3224 vec3_t origin, angles, color;
3225 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3226 int style, shadows, flags, normalmode, realtimemode;
3227 char cubemapname[MAX_INPUTLINE];
3228 if (!r_editlights.integer)
3230 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3233 if (!r_shadow_selectedlight)
3235 Con_Print("No selected light.\n");
3238 VectorCopy(r_shadow_selectedlight->origin, origin);
3239 VectorCopy(r_shadow_selectedlight->angles, angles);
3240 VectorCopy(r_shadow_selectedlight->color, color);
3241 radius = r_shadow_selectedlight->radius;
3242 style = r_shadow_selectedlight->style;
3243 if (r_shadow_selectedlight->cubemapname)
3244 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3247 shadows = r_shadow_selectedlight->shadow;
3248 corona = r_shadow_selectedlight->corona;
3249 coronasizescale = r_shadow_selectedlight->coronasizescale;
3250 ambientscale = r_shadow_selectedlight->ambientscale;
3251 diffusescale = r_shadow_selectedlight->diffusescale;
3252 specularscale = r_shadow_selectedlight->specularscale;
3253 flags = r_shadow_selectedlight->flags;
3254 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3255 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3256 if (!strcmp(Cmd_Argv(1), "origin"))
3258 if (Cmd_Argc() != 5)
3260 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3263 origin[0] = atof(Cmd_Argv(2));
3264 origin[1] = atof(Cmd_Argv(3));
3265 origin[2] = atof(Cmd_Argv(4));
3267 else if (!strcmp(Cmd_Argv(1), "originx"))
3269 if (Cmd_Argc() != 3)
3271 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3274 origin[0] = atof(Cmd_Argv(2));
3276 else if (!strcmp(Cmd_Argv(1), "originy"))
3278 if (Cmd_Argc() != 3)
3280 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3283 origin[1] = atof(Cmd_Argv(2));
3285 else if (!strcmp(Cmd_Argv(1), "originz"))
3287 if (Cmd_Argc() != 3)
3289 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3292 origin[2] = atof(Cmd_Argv(2));
3294 else if (!strcmp(Cmd_Argv(1), "move"))
3296 if (Cmd_Argc() != 5)
3298 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3301 origin[0] += atof(Cmd_Argv(2));
3302 origin[1] += atof(Cmd_Argv(3));
3303 origin[2] += atof(Cmd_Argv(4));
3305 else if (!strcmp(Cmd_Argv(1), "movex"))
3307 if (Cmd_Argc() != 3)
3309 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3312 origin[0] += atof(Cmd_Argv(2));
3314 else if (!strcmp(Cmd_Argv(1), "movey"))
3316 if (Cmd_Argc() != 3)
3318 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3321 origin[1] += atof(Cmd_Argv(2));
3323 else if (!strcmp(Cmd_Argv(1), "movez"))
3325 if (Cmd_Argc() != 3)
3327 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3330 origin[2] += atof(Cmd_Argv(2));
3332 else if (!strcmp(Cmd_Argv(1), "angles"))
3334 if (Cmd_Argc() != 5)
3336 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3339 angles[0] = atof(Cmd_Argv(2));
3340 angles[1] = atof(Cmd_Argv(3));
3341 angles[2] = atof(Cmd_Argv(4));
3343 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3345 if (Cmd_Argc() != 3)
3347 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3350 angles[0] = atof(Cmd_Argv(2));
3352 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3354 if (Cmd_Argc() != 3)
3356 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3359 angles[1] = atof(Cmd_Argv(2));
3361 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3363 if (Cmd_Argc() != 3)
3365 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3368 angles[2] = atof(Cmd_Argv(2));
3370 else if (!strcmp(Cmd_Argv(1), "color"))
3372 if (Cmd_Argc() != 5)
3374 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3377 color[0] = atof(Cmd_Argv(2));
3378 color[1] = atof(Cmd_Argv(3));
3379 color[2] = atof(Cmd_Argv(4));
3381 else if (!strcmp(Cmd_Argv(1), "radius"))
3383 if (Cmd_Argc() != 3)
3385 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3388 radius = atof(Cmd_Argv(2));
3390 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3392 if (Cmd_Argc() == 3)
3394 double scale = atof(Cmd_Argv(2));
3401 if (Cmd_Argc() != 5)
3403 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3406 color[0] *= atof(Cmd_Argv(2));
3407 color[1] *= atof(Cmd_Argv(3));
3408 color[2] *= atof(Cmd_Argv(4));
3411 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3413 if (Cmd_Argc() != 3)
3415 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3418 radius *= atof(Cmd_Argv(2));
3420 else if (!strcmp(Cmd_Argv(1), "style"))
3422 if (Cmd_Argc() != 3)
3424 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3427 style = atoi(Cmd_Argv(2));
3429 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3433 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3436 if (Cmd_Argc() == 3)
3437 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
3441 else if (!strcmp(Cmd_Argv(1), "shadows"))
3443 if (Cmd_Argc() != 3)
3445 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3448 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3450 else if (!strcmp(Cmd_Argv(1), "corona"))
3452 if (Cmd_Argc() != 3)
3454 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3457 corona = atof(Cmd_Argv(2));
3459 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3461 if (Cmd_Argc() != 3)
3463 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3466 coronasizescale = atof(Cmd_Argv(2));
3468 else if (!strcmp(Cmd_Argv(1), "ambient"))
3470 if (Cmd_Argc() != 3)
3472 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3475 ambientscale = atof(Cmd_Argv(2));
3477 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3479 if (Cmd_Argc() != 3)
3481 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3484 diffusescale = atof(Cmd_Argv(2));
3486 else if (!strcmp(Cmd_Argv(1), "specular"))
3488 if (Cmd_Argc() != 3)
3490 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3493 specularscale = atof(Cmd_Argv(2));
3495 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3497 if (Cmd_Argc() != 3)
3499 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3502 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3504 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3506 if (Cmd_Argc() != 3)
3508 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3511 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3515 Con_Print("usage: r_editlights_edit [property] [value]\n");
3516 Con_Print("Selected light's properties:\n");
3517 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3518 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3519 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3520 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3521 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3522 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3523 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3524 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3525 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3526 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3527 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3528 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3529 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3530 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3533 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3534 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3537 void R_Shadow_EditLights_EditAll_f(void)
3541 if (!r_editlights.integer)
3543 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3547 for (light = r_shadow_worldlightchain;light;light = light->next)
3549 R_Shadow_SelectLight(light);
3550 R_Shadow_EditLights_Edit_f();
3554 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3556 int lightnumber, lightcount;
3560 if (!r_editlights.integer)
3566 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3567 if (light == r_shadow_selectedlight)
3568 lightnumber = lightcount;
3569 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3570 if (r_shadow_selectedlight == NULL)
3572 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3573 sprintf(temp, "Origin : %f %f %f\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);y += 8;
3574 sprintf(temp, "Angles : %f %f %f\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);y += 8;
3575 sprintf(temp, "Color : %f %f %f\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);y += 8;
3576 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3577 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3578 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3579 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3580 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3581 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3582 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3583 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3584 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3585 sprintf(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);y += 8;
3586 sprintf(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);y += 8;
3589 void R_Shadow_EditLights_ToggleShadow_f(void)
3591 if (!r_editlights.integer)
3593 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3596 if (!r_shadow_selectedlight)
3598 Con_Print("No selected light.\n");
3601 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);
3604 void R_Shadow_EditLights_ToggleCorona_f(void)
3606 if (!r_editlights.integer)
3608 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3611 if (!r_shadow_selectedlight)
3613 Con_Print("No selected light.\n");
3616 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);
3619 void R_Shadow_EditLights_Remove_f(void)
3621 if (!r_editlights.integer)
3623 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3626 if (!r_shadow_selectedlight)
3628 Con_Print("No selected light.\n");
3631 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3632 r_shadow_selectedlight = NULL;
3635 void R_Shadow_EditLights_Help_f(void)
3638 "Documentation on r_editlights system:\n"
3640 "r_editlights : enable/disable editing mode\n"
3641 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3642 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3643 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3644 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3645 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3647 "r_editlights_help : this help\n"
3648 "r_editlights_clear : remove all lights\n"
3649 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3650 "r_editlights_save : save to .rtlights file\n"
3651 "r_editlights_spawn : create a light with default settings\n"
3652 "r_editlights_edit command : edit selected light - more documentation below\n"
3653 "r_editlights_remove : remove selected light\n"
3654 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3655 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3656 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3658 "origin x y z : set light location\n"
3659 "originx x: set x component of light location\n"
3660 "originy y: set y component of light location\n"
3661 "originz z: set z component of light location\n"
3662 "move x y z : adjust light location\n"
3663 "movex x: adjust x component of light location\n"
3664 "movey y: adjust y component of light location\n"
3665 "movez z: adjust z component of light location\n"
3666 "angles x y z : set light angles\n"
3667 "anglesx x: set x component of light angles\n"
3668 "anglesy y: set y component of light angles\n"
3669 "anglesz z: set z component of light angles\n"
3670 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3671 "radius radius : set radius (size) of light\n"
3672 "colorscale grey : multiply color of light (1 does nothing)\n"
3673 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3674 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3675 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3676 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3677 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3678 "shadows 1/0 : turn on/off shadows\n"
3679 "corona n : set corona intensity\n"
3680 "coronasize n : set corona size (0-1)\n"
3681 "ambient n : set ambient intensity (0-1)\n"
3682 "diffuse n : set diffuse intensity (0-1)\n"
3683 "specular n : set specular intensity (0-1)\n"
3684 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3685 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3686 "<nothing> : print light properties to console\n"
3690 void R_Shadow_EditLights_CopyInfo_f(void)
3692 if (!r_editlights.integer)
3694 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3697 if (!r_shadow_selectedlight)
3699 Con_Print("No selected light.\n");
3702 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3703 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3704 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3705 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3706 if (r_shadow_selectedlight->cubemapname)
3707 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
3709 r_shadow_bufferlight.cubemapname[0] = 0;
3710 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3711 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3712 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3713 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3714 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3715 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3716 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3719 void R_Shadow_EditLights_PasteInfo_f(void)
3721 if (!r_editlights.integer)
3723 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3726 if (!r_shadow_selectedlight)
3728 Con_Print("No selected light.\n");
3731 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);
3734 void R_Shadow_EditLights_Init(void)
3736 Cvar_RegisterVariable(&r_editlights);
3737 Cvar_RegisterVariable(&r_editlights_cursordistance);
3738 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3739 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3740 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3741 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3742 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3743 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3744 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)");
3745 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3746 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3747 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3748 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)");
3749 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3750 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3751 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3752 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3753 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3754 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3755 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)");