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 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 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"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 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!)"};
210 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)"};
211 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"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 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)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
236 float r_shadow_attenpower, r_shadow_attenscale;
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
244 rtexture_t *lighttextures[5];
246 extern int con_vislines;
248 typedef struct cubemapinfo_s
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
259 #define SHADERPERMUTATION_SPECULAR (1<<0)
260 #define SHADERPERMUTATION_FOG (1<<1)
261 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
262 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
263 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
264 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
265 #define SHADERPERMUTATION_COUNT (1<<6)
267 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
269 void R_Shadow_UncompileWorldLights(void);
270 void R_Shadow_ClearWorldLights(void);
271 void R_Shadow_SaveWorldLights(void);
272 void R_Shadow_LoadWorldLights(void);
273 void R_Shadow_LoadLightsFile(void);
274 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
275 void R_Shadow_EditLights_Reload_f(void);
276 void R_Shadow_ValidateCvars(void);
277 static void R_Shadow_MakeTextures(void);
278 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
280 const char *builtinshader_light_vert =
281 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
282 "// written by Forest 'LordHavoc' Hale\n"
284 "// use half floats if available for math performance\n"
286 "#define myhalf half\n"
287 "#define myhvec2 hvec2\n"
288 "#define myhvec3 hvec3\n"
289 "#define myhvec4 hvec4\n"
291 "#define myhalf float\n"
292 "#define myhvec2 vec2\n"
293 "#define myhvec3 vec3\n"
294 "#define myhvec4 vec4\n"
297 "uniform vec3 LightPosition;\n"
299 "varying vec2 TexCoord;\n"
300 "varying myhvec3 CubeVector;\n"
301 "varying vec3 LightVector;\n"
303 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
304 "uniform vec3 EyePosition;\n"
305 "varying vec3 EyeVector;\n"
308 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
312 " // copy the surface texcoord\n"
313 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
315 " // transform vertex position into light attenuation/cubemap space\n"
316 " // (-1 to +1 across the light box)\n"
317 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
319 " // transform unnormalized light direction into tangent space\n"
320 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
321 " // normalize it per pixel)\n"
322 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
323 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
324 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
325 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
327 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
328 " // transform unnormalized eye direction into tangent space\n"
329 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
330 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
331 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
332 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
335 " // transform vertex to camera space, using ftransform to match non-VS\n"
337 " gl_Position = ftransform();\n"
341 const char *builtinshader_light_frag =
342 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
343 "// written by Forest 'LordHavoc' Hale\n"
345 "// use half floats if available for math performance\n"
347 "#define myhalf half\n"
348 "#define myhvec2 hvec2\n"
349 "#define myhvec3 hvec3\n"
350 "#define myhvec4 hvec4\n"
352 "#define myhalf float\n"
353 "#define myhvec2 vec2\n"
354 "#define myhvec3 vec3\n"
355 "#define myhvec4 vec4\n"
358 "uniform myhvec3 LightColor;\n"
359 "#ifdef USEOFFSETMAPPING\n"
360 "uniform myhalf OffsetMapping_Scale;\n"
361 "uniform myhalf OffsetMapping_Bias;\n"
363 "#ifdef USESPECULAR\n"
364 "uniform myhalf SpecularPower;\n"
367 "uniform myhalf FogRangeRecip;\n"
369 "uniform myhalf AmbientScale;\n"
370 "uniform myhalf DiffuseScale;\n"
371 "#ifdef USESPECULAR\n"
372 "uniform myhalf SpecularScale;\n"
375 "uniform sampler2D Texture_Normal;\n"
376 "uniform sampler2D Texture_Color;\n"
377 "#ifdef USESPECULAR\n"
378 "uniform sampler2D Texture_Gloss;\n"
380 "#ifdef USECUBEFILTER\n"
381 "uniform samplerCube Texture_Cube;\n"
384 "uniform sampler2D Texture_FogMask;\n"
387 "varying vec2 TexCoord;\n"
388 "varying myhvec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
391 "varying vec3 EyeVector;\n"
398 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
399 " // center and sharp falloff at the edge, this is about the most efficient\n"
400 " // we can get away with as far as providing illumination.\n"
402 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
403 " // provide significant illumination, large = slow = pain.\n"
404 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
408 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
411 "#ifdef USEOFFSETMAPPING\n"
412 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
413 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
414 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
415 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
416 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
417 "#define TexCoord TexCoordOffset\n"
420 " // get the surface normal\n"
421 "#ifdef SURFACENORMALIZE\n"
422 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
424 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
427 " // calculate shading\n"
428 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
429 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
430 "#ifdef USESPECULAR\n"
431 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
432 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
435 "#ifdef USECUBEFILTER\n"
436 " // apply light cubemap filter\n"
437 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
440 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
441 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
445 void r_shadow_start(void)
448 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
449 if (gl_support_half_float)
450 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
451 // allocate vertex processing arrays
453 r_shadow_attenuation2dtexture = NULL;
454 r_shadow_attenuation3dtexture = NULL;
455 r_shadow_texturepool = NULL;
456 r_shadow_filters_texturepool = NULL;
457 R_Shadow_ValidateCvars();
458 R_Shadow_MakeTextures();
459 maxshadowelements = 0;
460 shadowelements = NULL;
468 shadowmarklist = NULL;
470 r_shadow_buffer_numleafpvsbytes = 0;
471 r_shadow_buffer_leafpvs = NULL;
472 r_shadow_buffer_leaflist = NULL;
473 r_shadow_buffer_numsurfacepvsbytes = 0;
474 r_shadow_buffer_surfacepvs = NULL;
475 r_shadow_buffer_surfacelist = NULL;
476 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
477 r_shadow_program_light[i] = 0;
478 if (gl_support_fragment_shader)
480 char *vertstring, *fragstring;
481 int vertstrings_count;
482 int fragstrings_count;
483 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
484 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
485 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
486 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
487 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489 vertstrings_count = 0;
490 fragstrings_count = 0;
491 if (i & SHADERPERMUTATION_SPECULAR)
493 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
494 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
496 if (i & SHADERPERMUTATION_FOG)
498 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
499 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
501 if (i & SHADERPERMUTATION_CUBEFILTER)
503 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
504 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
506 if (i & SHADERPERMUTATION_OFFSETMAPPING)
508 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
509 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
511 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
513 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
514 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
516 if (i & SHADERPERMUTATION_GEFORCEFX)
518 // if the extension does not exist, don't try to compile it
519 if (!gl_support_half_float)
521 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
522 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
524 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
525 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
526 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
527 if (!r_shadow_program_light[i])
529 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
532 qglUseProgramObjectARB(r_shadow_program_light[i]);
533 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
534 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
535 if (i & SHADERPERMUTATION_SPECULAR)
537 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
539 if (i & SHADERPERMUTATION_CUBEFILTER)
541 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
543 if (i & SHADERPERMUTATION_FOG)
545 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
548 qglUseProgramObjectARB(0);
550 Mem_Free(fragstring);
552 Mem_Free(vertstring);
556 void r_shadow_shutdown(void)
559 R_Shadow_UncompileWorldLights();
560 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
562 if (r_shadow_program_light[i])
564 GL_Backend_FreeProgram(r_shadow_program_light[i]);
565 r_shadow_program_light[i] = 0;
569 r_shadow_attenuation2dtexture = NULL;
570 r_shadow_attenuation3dtexture = NULL;
571 R_FreeTexturePool(&r_shadow_texturepool);
572 R_FreeTexturePool(&r_shadow_filters_texturepool);
573 maxshadowelements = 0;
575 Mem_Free(shadowelements);
576 shadowelements = NULL;
579 Mem_Free(vertexupdate);
582 Mem_Free(vertexremap);
588 Mem_Free(shadowmark);
591 Mem_Free(shadowmarklist);
592 shadowmarklist = NULL;
594 r_shadow_buffer_numleafpvsbytes = 0;
595 if (r_shadow_buffer_leafpvs)
596 Mem_Free(r_shadow_buffer_leafpvs);
597 r_shadow_buffer_leafpvs = NULL;
598 if (r_shadow_buffer_leaflist)
599 Mem_Free(r_shadow_buffer_leaflist);
600 r_shadow_buffer_leaflist = NULL;
601 r_shadow_buffer_numsurfacepvsbytes = 0;
602 if (r_shadow_buffer_surfacepvs)
603 Mem_Free(r_shadow_buffer_surfacepvs);
604 r_shadow_buffer_surfacepvs = NULL;
605 if (r_shadow_buffer_surfacelist)
606 Mem_Free(r_shadow_buffer_surfacelist);
607 r_shadow_buffer_surfacelist = NULL;
610 void r_shadow_newmap(void)
614 void R_Shadow_Help_f(void)
617 "Documentation on r_shadow system:\n"
619 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
620 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
621 "r_shadow_debuglight : render only this light number (-1 = all)\n"
622 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
623 "r_shadow_gloss2intensity : brightness of forced gloss\n"
624 "r_shadow_glossintensity : brightness of textured gloss\n"
625 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
626 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
627 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
628 "r_shadow_portallight : use portal visibility for static light precomputation\n"
629 "r_shadow_projectdistance : shadow volume projection distance\n"
630 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
631 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
632 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
633 "r_shadow_realtime_world : use high quality world lighting mode\n"
634 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
635 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
636 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
637 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
638 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
639 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
640 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
641 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
642 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
643 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
644 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
645 "r_shadow_scissor : use scissor optimization\n"
646 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
647 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
648 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
649 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
650 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
652 "r_shadow_help : this help\n"
656 void R_Shadow_Init(void)
658 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
659 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
660 Cvar_RegisterVariable(&r_shadow_debuglight);
661 Cvar_RegisterVariable(&r_shadow_gloss);
662 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
663 Cvar_RegisterVariable(&r_shadow_glossintensity);
664 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
665 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
666 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
667 Cvar_RegisterVariable(&r_shadow_portallight);
668 Cvar_RegisterVariable(&r_shadow_projectdistance);
669 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
670 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
671 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
672 Cvar_RegisterVariable(&r_shadow_realtime_world);
673 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
674 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
675 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
676 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
677 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
678 Cvar_RegisterVariable(&r_shadow_scissor);
679 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
680 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
681 Cvar_RegisterVariable(&r_shadow_texture3d);
682 Cvar_RegisterVariable(&r_shadow_visiblelighting);
683 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
684 Cvar_RegisterVariable(&r_shadow_glsl);
685 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
686 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
687 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
688 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
689 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
690 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
691 if (gamemode == GAME_TENEBRAE)
693 Cvar_SetValue("r_shadow_gloss", 2);
694 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
696 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
697 R_Shadow_EditLights_Init();
698 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
699 r_shadow_worldlightchain = NULL;
700 maxshadowelements = 0;
701 shadowelements = NULL;
709 shadowmarklist = NULL;
711 r_shadow_buffer_numleafpvsbytes = 0;
712 r_shadow_buffer_leafpvs = NULL;
713 r_shadow_buffer_leaflist = NULL;
714 r_shadow_buffer_numsurfacepvsbytes = 0;
715 r_shadow_buffer_surfacepvs = NULL;
716 r_shadow_buffer_surfacelist = NULL;
717 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
720 matrix4x4_t matrix_attenuationxyz =
723 {0.5, 0.0, 0.0, 0.5},
724 {0.0, 0.5, 0.0, 0.5},
725 {0.0, 0.0, 0.5, 0.5},
730 matrix4x4_t matrix_attenuationz =
733 {0.0, 0.0, 0.5, 0.5},
734 {0.0, 0.0, 0.0, 0.5},
735 {0.0, 0.0, 0.0, 0.5},
740 int *R_Shadow_ResizeShadowElements(int numtris)
742 // make sure shadowelements is big enough for this volume
743 if (maxshadowelements < numtris * 24)
745 maxshadowelements = numtris * 24;
747 Mem_Free(shadowelements);
748 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
750 return shadowelements;
753 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
755 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
756 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
757 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
759 if (r_shadow_buffer_leafpvs)
760 Mem_Free(r_shadow_buffer_leafpvs);
761 if (r_shadow_buffer_leaflist)
762 Mem_Free(r_shadow_buffer_leaflist);
763 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
764 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
765 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
767 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
769 if (r_shadow_buffer_surfacepvs)
770 Mem_Free(r_shadow_buffer_surfacepvs);
771 if (r_shadow_buffer_surfacelist)
772 Mem_Free(r_shadow_buffer_surfacelist);
773 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
774 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
775 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
779 void R_Shadow_PrepareShadowMark(int numtris)
781 // make sure shadowmark is big enough for this volume
782 if (maxshadowmark < numtris)
784 maxshadowmark = numtris;
786 Mem_Free(shadowmark);
788 Mem_Free(shadowmarklist);
789 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
790 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
794 // if shadowmarkcount wrapped we clear the array and adjust accordingly
795 if (shadowmarkcount == 0)
798 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
803 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)
806 int outtriangles = 0, outvertices = 0;
810 if (maxvertexupdate < innumvertices)
812 maxvertexupdate = innumvertices;
814 Mem_Free(vertexupdate);
816 Mem_Free(vertexremap);
817 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
818 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
822 if (vertexupdatenum == 0)
825 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
826 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
829 for (i = 0;i < numshadowmarktris;i++)
830 shadowmark[shadowmarktris[i]] = shadowmarkcount;
832 for (i = 0;i < numshadowmarktris;i++)
834 element = inelement3i + shadowmarktris[i] * 3;
835 // make sure the vertices are created
836 for (j = 0;j < 3;j++)
838 if (vertexupdate[element[j]] != vertexupdatenum)
840 float ratio, direction[3];
841 vertexupdate[element[j]] = vertexupdatenum;
842 vertexremap[element[j]] = outvertices;
843 vertex = invertex3f + element[j] * 3;
844 // project one copy of the vertex to the sphere radius of the light
845 // (FIXME: would projecting it to the light box be better?)
846 VectorSubtract(vertex, projectorigin, direction);
847 ratio = projectdistance / VectorLength(direction);
848 VectorCopy(vertex, outvertex3f);
849 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
856 for (i = 0;i < numshadowmarktris;i++)
858 int remappedelement[3];
860 const int *neighbortriangle;
862 markindex = shadowmarktris[i] * 3;
863 element = inelement3i + markindex;
864 neighbortriangle = inneighbor3i + markindex;
865 // output the front and back triangles
866 outelement3i[0] = vertexremap[element[0]];
867 outelement3i[1] = vertexremap[element[1]];
868 outelement3i[2] = vertexremap[element[2]];
869 outelement3i[3] = vertexremap[element[2]] + 1;
870 outelement3i[4] = vertexremap[element[1]] + 1;
871 outelement3i[5] = vertexremap[element[0]] + 1;
875 // output the sides (facing outward from this triangle)
876 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
878 remappedelement[0] = vertexremap[element[0]];
879 remappedelement[1] = vertexremap[element[1]];
880 outelement3i[0] = remappedelement[1];
881 outelement3i[1] = remappedelement[0];
882 outelement3i[2] = remappedelement[0] + 1;
883 outelement3i[3] = remappedelement[1];
884 outelement3i[4] = remappedelement[0] + 1;
885 outelement3i[5] = remappedelement[1] + 1;
890 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
892 remappedelement[1] = vertexremap[element[1]];
893 remappedelement[2] = vertexremap[element[2]];
894 outelement3i[0] = remappedelement[2];
895 outelement3i[1] = remappedelement[1];
896 outelement3i[2] = remappedelement[1] + 1;
897 outelement3i[3] = remappedelement[2];
898 outelement3i[4] = remappedelement[1] + 1;
899 outelement3i[5] = remappedelement[2] + 1;
904 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
906 remappedelement[0] = vertexremap[element[0]];
907 remappedelement[2] = vertexremap[element[2]];
908 outelement3i[0] = remappedelement[0];
909 outelement3i[1] = remappedelement[2];
910 outelement3i[2] = remappedelement[2] + 1;
911 outelement3i[3] = remappedelement[0];
912 outelement3i[4] = remappedelement[2] + 1;
913 outelement3i[5] = remappedelement[0] + 1;
920 *outnumvertices = outvertices;
924 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)
927 if (projectdistance < 0.1)
929 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
932 if (!numverts || !nummarktris)
934 // make sure shadowelements is big enough for this volume
935 if (maxshadowelements < nummarktris * 24)
936 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
937 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
938 renderstats.lights_dynamicshadowtriangles += tris;
939 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
942 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)
947 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
949 tend = firsttriangle + numtris;
950 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
951 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
952 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
954 // surface box entirely inside light box, no box cull
955 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
956 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
957 shadowmarklist[numshadowmark++] = t;
961 // surface box not entirely inside light box, cull each triangle
962 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
964 v[0] = invertex3f + e[0] * 3;
965 v[1] = invertex3f + e[1] * 3;
966 v[2] = invertex3f + e[2] * 3;
967 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
968 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
969 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
970 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
971 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
972 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
973 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
974 shadowmarklist[numshadowmark++] = t;
979 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
982 if (r_shadow_compilingrtlight)
984 // if we're compiling an rtlight, capture the mesh
985 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
988 renderstats.lights_shadowtriangles += numtriangles;
989 memset(&m, 0, sizeof(m));
990 m.pointer_vertex = vertex3f;
992 GL_LockArrays(0, numvertices);
993 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
995 // decrement stencil if backface is behind depthbuffer
996 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
997 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
998 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
999 // increment stencil if frontface is behind depthbuffer
1000 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1001 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1003 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1004 GL_LockArrays(0, 0);
1007 static void R_Shadow_MakeTextures(void)
1010 float v[3], intensity;
1011 unsigned char *data;
1012 R_FreeTexturePool(&r_shadow_texturepool);
1013 r_shadow_texturepool = R_AllocTexturePool();
1014 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1015 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1016 #define ATTEN2DSIZE 64
1017 #define ATTEN3DSIZE 32
1018 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1019 for (y = 0;y < ATTEN2DSIZE;y++)
1021 for (x = 0;x < ATTEN2DSIZE;x++)
1023 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1024 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1026 intensity = 1.0f - sqrt(DotProduct(v, v));
1028 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1029 d = bound(0, intensity, 255);
1030 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1031 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1032 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1033 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1036 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1037 if (r_shadow_texture3d.integer)
1039 for (z = 0;z < ATTEN3DSIZE;z++)
1041 for (y = 0;y < ATTEN3DSIZE;y++)
1043 for (x = 0;x < ATTEN3DSIZE;x++)
1045 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1046 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1047 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1048 intensity = 1.0f - sqrt(DotProduct(v, v));
1050 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1051 d = bound(0, intensity, 255);
1052 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1053 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1054 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1055 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1059 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1064 void R_Shadow_ValidateCvars(void)
1066 if (r_shadow_texture3d.integer && !gl_texture3d)
1067 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1068 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1069 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1072 // light currently being rendered
1073 rtlight_t *r_shadow_rtlight;
1075 // this is the location of the eye in entity space
1076 vec3_t r_shadow_entityeyeorigin;
1077 // this is the location of the light in entity space
1078 vec3_t r_shadow_entitylightorigin;
1079 // this transforms entity coordinates to light filter cubemap coordinates
1080 // (also often used for other purposes)
1081 matrix4x4_t r_shadow_entitytolight;
1082 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1083 // of attenuation texturing in full 3D (Z result often ignored)
1084 matrix4x4_t r_shadow_entitytoattenuationxyz;
1085 // this transforms only the Z to S, and T is always 0.5
1086 matrix4x4_t r_shadow_entitytoattenuationz;
1088 static int r_shadow_lightpermutation;
1089 static int r_shadow_lightprog;
1091 void R_Shadow_RenderMode_Begin(void)
1095 R_Shadow_ValidateCvars();
1097 if (!r_shadow_attenuation2dtexture
1098 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1099 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1100 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1101 R_Shadow_MakeTextures();
1103 memset(&m, 0, sizeof(m));
1105 GL_BlendFunc(GL_ONE, GL_ZERO);
1106 GL_DepthMask(false);
1108 GL_Color(0, 0, 0, 1);
1109 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1110 qglEnable(GL_CULL_FACE);
1111 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1113 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1115 if (gl_ext_stenciltwoside.integer)
1116 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1118 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1120 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1121 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1122 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1123 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1125 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1128 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1130 r_shadow_rtlight = rtlight;
1133 void R_Shadow_RenderMode_Reset(void)
1136 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1138 qglUseProgramObjectARB(0);
1139 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1140 qglBegin(GL_TRIANGLES);
1144 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1145 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1146 memset(&m, 0, sizeof(m));
1150 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1152 R_Shadow_RenderMode_Reset();
1153 GL_Color(1, 1, 1, 1);
1154 GL_ColorMask(0, 0, 0, 0);
1155 GL_BlendFunc(GL_ONE, GL_ZERO);
1156 GL_DepthMask(false);
1158 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1159 //if (r_shadow_shadow_polygonoffset.value != 0)
1161 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1162 // qglEnable(GL_POLYGON_OFFSET_FILL);
1165 // qglDisable(GL_POLYGON_OFFSET_FILL);
1166 qglDepthFunc(GL_LESS);
1167 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1168 qglEnable(GL_STENCIL_TEST);
1169 qglStencilFunc(GL_ALWAYS, 128, ~0);
1170 r_shadow_rendermode = r_shadow_shadowingrendermode;
1171 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1173 qglDisable(GL_CULL_FACE);
1174 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1175 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1177 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1178 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1180 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1184 qglEnable(GL_CULL_FACE);
1186 // this is changed by every shadow render so its value here is unimportant
1187 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1189 GL_Clear(GL_STENCIL_BUFFER_BIT);
1190 renderstats.lights_clears++;
1193 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1195 R_Shadow_RenderMode_Reset();
1196 GL_BlendFunc(GL_ONE, GL_ONE);
1197 GL_DepthMask(false);
1199 qglPolygonOffset(0, 0);
1200 //qglDisable(GL_POLYGON_OFFSET_FILL);
1201 GL_Color(1, 1, 1, 1);
1202 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1204 qglDepthFunc(GL_LEQUAL);
1206 qglDepthFunc(GL_EQUAL);
1207 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1208 qglEnable(GL_CULL_FACE);
1210 qglEnable(GL_STENCIL_TEST);
1212 qglDisable(GL_STENCIL_TEST);
1214 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1215 // only draw light where this geometry was already rendered AND the
1216 // stencil is 128 (values other than this mean shadow)
1217 qglStencilFunc(GL_EQUAL, 128, ~0);
1218 r_shadow_rendermode = r_shadow_lightingrendermode;
1219 // do global setup needed for the chosen lighting mode
1220 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1222 R_Mesh_VertexPointer(varray_vertex3f);
1223 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1224 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1225 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1226 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1227 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1228 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1229 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1230 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1231 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1232 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1233 GL_BlendFunc(GL_ONE, GL_ONE);
1234 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1236 r_shadow_lightpermutation = 0;
1237 // only add a feature to the permutation if that permutation exists
1238 // (otherwise it might end up not using a shader at all, which looks
1239 // worse than using less features)
1240 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1241 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1242 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1243 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1244 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1245 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1246 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1247 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1248 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1249 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1250 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1251 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1252 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1253 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1254 // TODO: support fog (after renderer is converted to texture fog)
1255 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1257 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1259 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1260 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1261 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1263 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1264 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1266 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), r_shadow_entitylightcolorbase[0], r_shadow_entitylightcolorbase[1], r_shadow_entitylightcolorbase[2]);CHECKGLERROR
1267 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1268 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1270 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1272 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1274 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1275 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1280 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1282 R_Shadow_RenderMode_Reset();
1283 GL_BlendFunc(GL_ONE, GL_ONE);
1284 GL_DepthMask(false);
1285 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1286 qglPolygonOffset(0, 0);
1287 GL_Color(0.0, 0.0125, 0.1, 1);
1288 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1289 qglDepthFunc(GL_GEQUAL);
1290 qglCullFace(GL_FRONT); // this culls back
1291 qglDisable(GL_CULL_FACE);
1292 qglDisable(GL_STENCIL_TEST);
1293 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1296 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1298 R_Shadow_RenderMode_Reset();
1299 GL_BlendFunc(GL_ONE, GL_ONE);
1300 GL_DepthMask(false);
1301 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1302 qglPolygonOffset(0, 0);
1303 GL_Color(0.1, 0.0125, 0, 1);
1304 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1306 qglDepthFunc(GL_LEQUAL);
1308 qglDepthFunc(GL_EQUAL);
1309 qglCullFace(GL_FRONT); // this culls back
1310 qglEnable(GL_CULL_FACE);
1312 qglEnable(GL_STENCIL_TEST);
1314 qglDisable(GL_STENCIL_TEST);
1315 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1318 void R_Shadow_RenderMode_End(void)
1320 R_Shadow_RenderMode_Reset();
1321 R_Shadow_RenderMode_ActiveLight(NULL);
1322 GL_BlendFunc(GL_ONE, GL_ZERO);
1325 qglPolygonOffset(0, 0);
1326 //qglDisable(GL_POLYGON_OFFSET_FILL);
1327 GL_Color(1, 1, 1, 1);
1328 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1329 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1330 qglDepthFunc(GL_LEQUAL);
1331 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1332 qglEnable(GL_CULL_FACE);
1333 qglDisable(GL_STENCIL_TEST);
1334 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1335 if (gl_support_stenciltwoside)
1336 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1338 qglStencilFunc(GL_ALWAYS, 128, ~0);
1339 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1342 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1344 int i, ix1, iy1, ix2, iy2;
1345 float x1, y1, x2, y2;
1348 mplane_t planes[11];
1349 float vertex3f[256*3];
1351 // if view is inside the light box, just say yes it's visible
1352 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1354 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1358 // create a temporary brush describing the area the light can affect in worldspace
1359 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1360 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1361 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1362 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1363 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1364 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1365 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1366 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1367 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1368 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1369 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1371 // turn the brush into a mesh
1372 memset(&mesh, 0, sizeof(rmesh_t));
1373 mesh.maxvertices = 256;
1374 mesh.vertex3f = vertex3f;
1375 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1376 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1378 // if that mesh is empty, the light is not visible at all
1379 if (!mesh.numvertices)
1382 if (!r_shadow_scissor.integer)
1385 // if that mesh is not empty, check what area of the screen it covers
1386 x1 = y1 = x2 = y2 = 0;
1388 for (i = 0;i < mesh.numvertices;i++)
1390 VectorCopy(mesh.vertex3f + i * 3, v);
1391 GL_TransformToScreen(v, v2);
1392 //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]);
1395 if (x1 > v2[0]) x1 = v2[0];
1396 if (x2 < v2[0]) x2 = v2[0];
1397 if (y1 > v2[1]) y1 = v2[1];
1398 if (y2 < v2[1]) y2 = v2[1];
1407 // now convert the scissor rectangle to integer screen coordinates
1412 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1414 // clamp it to the screen
1415 if (ix1 < r_view_x) ix1 = r_view_x;
1416 if (iy1 < r_view_y) iy1 = r_view_y;
1417 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1418 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1420 // if it is inside out, it's not visible
1421 if (ix2 <= ix1 || iy2 <= iy1)
1424 // the light area is visible, set up the scissor rectangle
1425 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1426 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1427 //qglEnable(GL_SCISSOR_TEST);
1428 renderstats.lights_scissored++;
1432 extern float *rsurface_vertex3f;
1433 extern float *rsurface_svector3f;
1434 extern float *rsurface_tvector3f;
1435 extern float *rsurface_normal3f;
1436 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1438 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1440 int numverts = surface->num_vertices;
1441 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1442 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1443 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1444 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1445 if (r_textureunits.integer >= 3)
1447 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1449 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1450 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1451 if ((dot = DotProduct(n, v)) < 0)
1453 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1454 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1455 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1456 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1459 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1460 VectorScale(color4f, f, color4f);
1464 VectorClear(color4f);
1468 else if (r_textureunits.integer >= 2)
1470 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1472 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1473 if ((dist = fabs(v[2])) < 1)
1475 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1476 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1477 if ((dot = DotProduct(n, v)) < 0)
1479 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1480 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1481 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1482 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1486 color4f[0] = ambientcolor[0] * distintensity - reduce;
1487 color4f[1] = ambientcolor[1] * distintensity - reduce;
1488 color4f[2] = ambientcolor[2] * distintensity - reduce;
1492 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1493 VectorScale(color4f, f, color4f);
1497 VectorClear(color4f);
1503 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1505 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1506 if ((dist = DotProduct(v, v)) < 1)
1509 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1510 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1511 if ((dot = DotProduct(n, v)) < 0)
1513 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1514 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1515 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1516 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1520 color4f[0] = ambientcolor[0] * distintensity - reduce;
1521 color4f[1] = ambientcolor[1] * distintensity - reduce;
1522 color4f[2] = ambientcolor[2] * distintensity - reduce;
1526 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1527 VectorScale(color4f, f, color4f);
1531 VectorClear(color4f);
1537 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1538 #define USETEXMATRIX
1540 #ifndef USETEXMATRIX
1541 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1542 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1543 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1547 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1549 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1556 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1560 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1561 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1569 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1573 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1575 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1576 // the cubemap normalizes this for us
1577 out3f[0] = DotProduct(svector3f, lightdir);
1578 out3f[1] = DotProduct(tvector3f, lightdir);
1579 out3f[2] = DotProduct(normal3f, lightdir);
1583 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1586 float lightdir[3], eyedir[3], halfdir[3];
1587 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1589 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1590 VectorNormalize(lightdir);
1591 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1592 VectorNormalize(eyedir);
1593 VectorAdd(lightdir, eyedir, halfdir);
1594 // the cubemap normalizes this for us
1595 out3f[0] = DotProduct(svector3f, halfdir);
1596 out3f[1] = DotProduct(tvector3f, halfdir);
1597 out3f[2] = DotProduct(normal3f, halfdir);
1601 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, 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)
1603 // used to display how many times a surface is lit for level design purposes
1604 int surfacelistindex;
1606 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1607 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1608 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1609 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1610 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1611 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1612 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1613 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1615 GL_Color(0.1, 0.025, 0, 1);
1616 memset(&m, 0, sizeof(m));
1618 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1620 const msurface_t *surface = surfacelist[surfacelistindex];
1621 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1622 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1623 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1624 GL_LockArrays(0, 0);
1628 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, 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)
1630 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1631 int surfacelistindex;
1632 qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1633 qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1634 qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1635 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1636 // TODO: add direct pants/shirt rendering
1638 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1640 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1641 if (!dobase && !dospecular)
1643 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1644 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1645 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1646 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1647 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1649 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1651 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1652 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1654 const msurface_t *surface = surfacelist[surfacelistindex];
1655 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1656 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1657 if (!rsurface_svector3f)
1659 rsurface_svector3f = varray_svector3f;
1660 rsurface_tvector3f = varray_tvector3f;
1661 rsurface_normal3f = varray_normal3f;
1662 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1664 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1665 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1666 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1667 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1668 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1669 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1670 GL_LockArrays(0, 0);
1674 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, 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)
1676 // ARB path (any Geforce, any Radeon)
1677 int surfacelistindex;
1679 float color2[3], colorscale;
1681 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1682 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1683 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1684 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1685 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1686 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1687 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1688 // TODO: add direct pants/shirt rendering
1689 if (doambientpants || dodiffusepants)
1690 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1691 if (doambientshirt || dodiffuseshirt)
1692 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1693 if (!doambientbase && !dodiffusebase && !dospecular)
1695 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1697 const msurface_t *surface = surfacelist[surfacelistindex];
1698 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1699 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1700 if (!rsurface_svector3f)
1702 rsurface_svector3f = varray_svector3f;
1703 rsurface_tvector3f = varray_tvector3f;
1704 rsurface_normal3f = varray_normal3f;
1705 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1710 colorscale = r_shadow_rtlight->ambientscale;
1711 // colorscale accounts for how much we multiply the brightness
1714 // mult is how many times the final pass of the lighting will be
1715 // performed to get more brightness than otherwise possible.
1717 // Limit mult to 64 for sanity sake.
1718 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1720 // 3 3D combine path (Geforce3, Radeon 8500)
1721 memset(&m, 0, sizeof(m));
1722 m.pointer_vertex = rsurface_vertex3f;
1723 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1725 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1726 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1728 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1729 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1731 m.tex[1] = R_GetTexture(basetexture);
1732 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1733 m.texmatrix[1] = texture->currenttexmatrix;
1734 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1736 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1737 m.texmatrix[2] = r_shadow_entitytolight;
1739 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1740 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1742 GL_BlendFunc(GL_ONE, GL_ONE);
1744 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1746 // 2 3D combine path (Geforce3, original Radeon)
1747 memset(&m, 0, sizeof(m));
1748 m.pointer_vertex = rsurface_vertex3f;
1749 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1751 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1752 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1754 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1755 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1757 m.tex[1] = R_GetTexture(basetexture);
1758 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1759 m.texmatrix[1] = texture->currenttexmatrix;
1760 GL_BlendFunc(GL_ONE, GL_ONE);
1762 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1764 // 4 2D combine path (Geforce3, Radeon 8500)
1765 memset(&m, 0, sizeof(m));
1766 m.pointer_vertex = rsurface_vertex3f;
1767 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1769 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1770 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1772 m.pointer_texcoord[0] = varray_texcoord2f[0];
1773 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1775 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1777 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1778 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1780 m.pointer_texcoord[1] = varray_texcoord2f[1];
1781 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1783 m.tex[2] = R_GetTexture(basetexture);
1784 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1785 m.texmatrix[2] = texture->currenttexmatrix;
1786 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1788 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1790 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1791 m.texmatrix[3] = r_shadow_entitytolight;
1793 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1794 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1797 GL_BlendFunc(GL_ONE, GL_ONE);
1799 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1801 // 3 2D combine path (Geforce3, original Radeon)
1802 memset(&m, 0, sizeof(m));
1803 m.pointer_vertex = rsurface_vertex3f;
1804 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1806 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1807 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1809 m.pointer_texcoord[0] = varray_texcoord2f[0];
1810 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1812 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1814 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1815 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1817 m.pointer_texcoord[1] = varray_texcoord2f[1];
1818 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1820 m.tex[2] = R_GetTexture(basetexture);
1821 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1822 m.texmatrix[2] = texture->currenttexmatrix;
1823 GL_BlendFunc(GL_ONE, GL_ONE);
1827 // 2/2/2 2D combine path (any dot3 card)
1828 memset(&m, 0, sizeof(m));
1829 m.pointer_vertex = rsurface_vertex3f;
1830 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1832 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1833 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1835 m.pointer_texcoord[0] = varray_texcoord2f[0];
1836 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1838 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1840 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1841 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1843 m.pointer_texcoord[1] = varray_texcoord2f[1];
1844 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1847 GL_ColorMask(0,0,0,1);
1848 GL_BlendFunc(GL_ONE, GL_ZERO);
1849 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1850 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1851 GL_LockArrays(0, 0);
1853 memset(&m, 0, sizeof(m));
1854 m.pointer_vertex = rsurface_vertex3f;
1855 m.tex[0] = R_GetTexture(basetexture);
1856 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1857 m.texmatrix[0] = texture->currenttexmatrix;
1858 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1860 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1862 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1863 m.texmatrix[1] = r_shadow_entitytolight;
1865 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1866 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1869 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1871 // this final code is shared
1873 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1874 VectorScale(lightcolorbase, colorscale, color2);
1875 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1876 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1878 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1879 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1881 GL_LockArrays(0, 0);
1886 colorscale = r_shadow_rtlight->diffusescale;
1887 // colorscale accounts for how much we multiply the brightness
1890 // mult is how many times the final pass of the lighting will be
1891 // performed to get more brightness than otherwise possible.
1893 // Limit mult to 64 for sanity sake.
1894 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1896 // 3/2 3D combine path (Geforce3, Radeon 8500)
1897 memset(&m, 0, sizeof(m));
1898 m.pointer_vertex = rsurface_vertex3f;
1899 m.tex[0] = R_GetTexture(normalmaptexture);
1900 m.texcombinergb[0] = GL_REPLACE;
1901 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1902 m.texmatrix[0] = texture->currenttexmatrix;
1903 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1904 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1905 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1906 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1907 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1909 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1910 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1912 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1913 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1916 GL_ColorMask(0,0,0,1);
1917 GL_BlendFunc(GL_ONE, GL_ZERO);
1918 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1919 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1920 GL_LockArrays(0, 0);
1922 memset(&m, 0, sizeof(m));
1923 m.pointer_vertex = rsurface_vertex3f;
1924 m.tex[0] = R_GetTexture(basetexture);
1925 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1926 m.texmatrix[0] = texture->currenttexmatrix;
1927 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1929 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1931 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1932 m.texmatrix[1] = r_shadow_entitytolight;
1934 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1935 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1938 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1940 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1942 // 1/2/2 3D combine path (original Radeon)
1943 memset(&m, 0, sizeof(m));
1944 m.pointer_vertex = rsurface_vertex3f;
1945 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1947 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1948 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1950 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1951 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1954 GL_ColorMask(0,0,0,1);
1955 GL_BlendFunc(GL_ONE, GL_ZERO);
1956 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1957 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1958 GL_LockArrays(0, 0);
1960 memset(&m, 0, sizeof(m));
1961 m.pointer_vertex = rsurface_vertex3f;
1962 m.tex[0] = R_GetTexture(normalmaptexture);
1963 m.texcombinergb[0] = GL_REPLACE;
1964 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1965 m.texmatrix[0] = texture->currenttexmatrix;
1966 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1967 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1968 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1969 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1971 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1972 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1973 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1974 GL_LockArrays(0, 0);
1976 memset(&m, 0, sizeof(m));
1977 m.pointer_vertex = rsurface_vertex3f;
1978 m.tex[0] = R_GetTexture(basetexture);
1979 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1980 m.texmatrix[0] = texture->currenttexmatrix;
1981 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1983 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1985 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1986 m.texmatrix[1] = r_shadow_entitytolight;
1988 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1989 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1992 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1994 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1996 // 2/2 3D combine path (original Radeon)
1997 memset(&m, 0, sizeof(m));
1998 m.pointer_vertex = rsurface_vertex3f;
1999 m.tex[0] = R_GetTexture(normalmaptexture);
2000 m.texcombinergb[0] = GL_REPLACE;
2001 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2002 m.texmatrix[0] = texture->currenttexmatrix;
2003 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2004 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2005 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2006 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2008 GL_ColorMask(0,0,0,1);
2009 GL_BlendFunc(GL_ONE, GL_ZERO);
2010 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2011 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2012 GL_LockArrays(0, 0);
2014 memset(&m, 0, sizeof(m));
2015 m.pointer_vertex = rsurface_vertex3f;
2016 m.tex[0] = R_GetTexture(basetexture);
2017 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2018 m.texmatrix[0] = texture->currenttexmatrix;
2019 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2021 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2022 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2024 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2025 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2027 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2029 else if (r_textureunits.integer >= 4)
2031 // 4/2 2D combine path (Geforce3, Radeon 8500)
2032 memset(&m, 0, sizeof(m));
2033 m.pointer_vertex = rsurface_vertex3f;
2034 m.tex[0] = R_GetTexture(normalmaptexture);
2035 m.texcombinergb[0] = GL_REPLACE;
2036 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2037 m.texmatrix[0] = texture->currenttexmatrix;
2038 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2039 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2040 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2041 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2042 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2044 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2045 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2047 m.pointer_texcoord[2] = varray_texcoord2f[2];
2048 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2050 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2052 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2053 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2055 m.pointer_texcoord[3] = varray_texcoord2f[3];
2056 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2059 GL_ColorMask(0,0,0,1);
2060 GL_BlendFunc(GL_ONE, GL_ZERO);
2061 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2062 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2063 GL_LockArrays(0, 0);
2065 memset(&m, 0, sizeof(m));
2066 m.pointer_vertex = rsurface_vertex3f;
2067 m.tex[0] = R_GetTexture(basetexture);
2068 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2069 m.texmatrix[0] = texture->currenttexmatrix;
2070 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2072 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2074 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2075 m.texmatrix[1] = r_shadow_entitytolight;
2077 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2078 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2081 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2085 // 2/2/2 2D combine path (any dot3 card)
2086 memset(&m, 0, sizeof(m));
2087 m.pointer_vertex = rsurface_vertex3f;
2088 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2090 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2091 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2093 m.pointer_texcoord[0] = varray_texcoord2f[0];
2094 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2096 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2098 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2099 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2101 m.pointer_texcoord[1] = varray_texcoord2f[1];
2102 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2105 GL_ColorMask(0,0,0,1);
2106 GL_BlendFunc(GL_ONE, GL_ZERO);
2107 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2108 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2109 GL_LockArrays(0, 0);
2111 memset(&m, 0, sizeof(m));
2112 m.pointer_vertex = rsurface_vertex3f;
2113 m.tex[0] = R_GetTexture(normalmaptexture);
2114 m.texcombinergb[0] = GL_REPLACE;
2115 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2116 m.texmatrix[0] = texture->currenttexmatrix;
2117 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2118 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2119 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2120 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2122 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2123 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2124 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2125 GL_LockArrays(0, 0);
2127 memset(&m, 0, sizeof(m));
2128 m.pointer_vertex = rsurface_vertex3f;
2129 m.tex[0] = R_GetTexture(basetexture);
2130 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2131 m.texmatrix[0] = texture->currenttexmatrix;
2132 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2134 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2136 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2137 m.texmatrix[1] = r_shadow_entitytolight;
2139 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2140 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2143 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2145 // this final code is shared
2147 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2148 VectorScale(lightcolorbase, colorscale, color2);
2149 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2150 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2152 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2153 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2155 GL_LockArrays(0, 0);
2159 // FIXME: detect blendsquare!
2160 //if (gl_support_blendsquare)
2162 colorscale = specularscale;
2164 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2166 // 2/0/0/1/2 3D combine blendsquare path
2167 memset(&m, 0, sizeof(m));
2168 m.pointer_vertex = rsurface_vertex3f;
2169 m.tex[0] = R_GetTexture(normalmaptexture);
2170 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2171 m.texmatrix[0] = texture->currenttexmatrix;
2172 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2173 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2174 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2175 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2177 GL_ColorMask(0,0,0,1);
2178 // this squares the result
2179 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2180 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2181 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2182 GL_LockArrays(0, 0);
2184 memset(&m, 0, sizeof(m));
2185 m.pointer_vertex = rsurface_vertex3f;
2187 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2188 // square alpha in framebuffer a few times to make it shiny
2189 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2190 // these comments are a test run through this math for intensity 0.5
2191 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2192 // 0.25 * 0.25 = 0.0625 (this is another pass)
2193 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2194 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2195 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2196 GL_LockArrays(0, 0);
2198 memset(&m, 0, sizeof(m));
2199 m.pointer_vertex = rsurface_vertex3f;
2200 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2202 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2203 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2205 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2206 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2209 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2210 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2211 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2212 GL_LockArrays(0, 0);
2214 memset(&m, 0, sizeof(m));
2215 m.pointer_vertex = rsurface_vertex3f;
2216 m.tex[0] = R_GetTexture(glosstexture);
2217 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2218 m.texmatrix[0] = texture->currenttexmatrix;
2219 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2221 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2223 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2224 m.texmatrix[1] = r_shadow_entitytolight;
2226 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2227 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2230 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2232 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2234 // 2/0/0/2 3D combine blendsquare path
2235 memset(&m, 0, sizeof(m));
2236 m.pointer_vertex = rsurface_vertex3f;
2237 m.tex[0] = R_GetTexture(normalmaptexture);
2238 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2239 m.texmatrix[0] = texture->currenttexmatrix;
2240 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2241 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2242 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2243 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2245 GL_ColorMask(0,0,0,1);
2246 // this squares the result
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2248 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2249 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2250 GL_LockArrays(0, 0);
2252 memset(&m, 0, sizeof(m));
2253 m.pointer_vertex = rsurface_vertex3f;
2255 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2256 // square alpha in framebuffer a few times to make it shiny
2257 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2258 // these comments are a test run through this math for intensity 0.5
2259 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2260 // 0.25 * 0.25 = 0.0625 (this is another pass)
2261 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2262 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2263 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2264 GL_LockArrays(0, 0);
2266 memset(&m, 0, sizeof(m));
2267 m.pointer_vertex = rsurface_vertex3f;
2268 m.tex[0] = R_GetTexture(glosstexture);
2269 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2270 m.texmatrix[0] = texture->currenttexmatrix;
2271 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2273 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2274 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2276 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2277 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2279 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2283 // 2/0/0/2/2 2D combine blendsquare path
2284 memset(&m, 0, sizeof(m));
2285 m.pointer_vertex = rsurface_vertex3f;
2286 m.tex[0] = R_GetTexture(normalmaptexture);
2287 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2288 m.texmatrix[0] = texture->currenttexmatrix;
2289 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2290 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2291 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2292 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2294 GL_ColorMask(0,0,0,1);
2295 // this squares the result
2296 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2297 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2298 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2299 GL_LockArrays(0, 0);
2301 memset(&m, 0, sizeof(m));
2302 m.pointer_vertex = rsurface_vertex3f;
2304 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2305 // square alpha in framebuffer a few times to make it shiny
2306 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2307 // these comments are a test run through this math for intensity 0.5
2308 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2309 // 0.25 * 0.25 = 0.0625 (this is another pass)
2310 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2311 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2312 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2313 GL_LockArrays(0, 0);
2315 memset(&m, 0, sizeof(m));
2316 m.pointer_vertex = rsurface_vertex3f;
2317 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2319 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2320 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2322 m.pointer_texcoord[0] = varray_texcoord2f[0];
2323 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2325 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2327 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2328 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2330 m.pointer_texcoord[1] = varray_texcoord2f[1];
2331 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2334 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2335 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2336 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2337 GL_LockArrays(0, 0);
2339 memset(&m, 0, sizeof(m));
2340 m.pointer_vertex = rsurface_vertex3f;
2341 m.tex[0] = R_GetTexture(glosstexture);
2342 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2343 m.texmatrix[0] = texture->currenttexmatrix;
2344 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2346 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2348 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2349 m.texmatrix[1] = r_shadow_entitytolight;
2351 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2352 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2355 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2358 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2359 VectorScale(lightcolorbase, colorscale, color2);
2360 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2361 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2363 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2364 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2366 GL_LockArrays(0, 0);
2372 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, 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)
2374 int surfacelistindex;
2376 float ambientcolor2[3], diffusecolor2[3];
2378 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2379 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2380 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2381 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2382 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2383 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2384 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2385 // TODO: add direct pants/shirt rendering
2386 if (doambientpants || dodiffusepants)
2387 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2388 if (doambientshirt || dodiffuseshirt)
2389 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2390 if (!doambientbase && !dodiffusebase)
2392 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2393 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2394 GL_BlendFunc(GL_ONE, GL_ONE);
2395 memset(&m, 0, sizeof(m));
2396 m.tex[0] = R_GetTexture(basetexture);
2397 if (r_textureunits.integer >= 2)
2400 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2402 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2404 m.pointer_texcoord[1] = varray_texcoord2f[1];
2405 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2407 if (r_textureunits.integer >= 3)
2409 // Geforce3/Radeon class but not using dot3
2410 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2412 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2414 m.pointer_texcoord[2] = varray_texcoord2f[2];
2415 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2419 m.pointer_color = varray_color4f;
2421 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2423 const msurface_t *surface = surfacelist[surfacelistindex];
2424 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2425 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2426 if (!rsurface_svector3f)
2428 rsurface_svector3f = varray_svector3f;
2429 rsurface_tvector3f = varray_tvector3f;
2430 rsurface_normal3f = varray_normal3f;
2431 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2433 // OpenGL 1.1 path (anything)
2434 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2435 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2436 if (r_textureunits.integer >= 2)
2440 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2442 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2444 if (r_textureunits.integer >= 3)
2446 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2448 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2450 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2454 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
2455 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2460 // due to low fillrate on the cards this vertex lighting path is
2461 // designed for, we manually cull all triangles that do not
2462 // contain a lit vertex
2465 int newnumtriangles;
2467 int newelements[3072];
2469 newnumtriangles = 0;
2471 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2473 if (newnumtriangles >= 1024)
2475 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2476 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2477 GL_LockArrays(0, 0);
2478 newnumtriangles = 0;
2481 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2491 if (newnumtriangles >= 1)
2493 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2494 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2495 GL_LockArrays(0, 0);
2501 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2502 if (VectorLength2(c))
2506 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2507 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2508 GL_LockArrays(0, 0);
2510 // now reduce the intensity for the next overbright pass
2511 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2513 c[0] = max(0, c[0] - 1);
2514 c[1] = max(0, c[1] - 1);
2515 c[2] = max(0, c[2] - 1);
2521 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2523 // FIXME: support MATERIALFLAG_NODEPTHTEST
2524 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2525 rtexture_t *basetexture;
2526 rtexture_t *glosstexture;
2527 float specularscale;
2528 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2529 qglDisable(GL_CULL_FACE);
2531 qglEnable(GL_CULL_FACE);
2532 glosstexture = r_texture_black;
2534 if (r_shadow_gloss.integer > 0)
2536 if (texture->skin.gloss)
2538 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2540 glosstexture = texture->skin.gloss;
2541 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2546 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2548 glosstexture = r_texture_white;
2549 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2553 // calculate colors to render this texture with
2554 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2555 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2556 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2557 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2558 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2559 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2560 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2561 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2562 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2563 if (ent->colormap >= 0)
2565 basetexture = texture->skin.base;
2566 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2571 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2572 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2575 switch (r_shadow_rendermode)
2577 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2578 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2580 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2581 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2583 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2584 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2586 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2587 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2590 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2595 void R_RTLight_Update(dlight_t *light, int isstatic)
2599 rtlight_t *rtlight = &light->rtlight;
2600 R_RTLight_Uncompile(rtlight);
2601 memset(rtlight, 0, sizeof(*rtlight));
2603 VectorCopy(light->origin, rtlight->shadoworigin);
2604 VectorCopy(light->color, rtlight->color);
2605 rtlight->radius = light->radius;
2606 //rtlight->cullradius = rtlight->radius;
2607 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2608 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2609 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2610 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2611 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2612 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2613 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2614 rtlight->cubemapname[0] = 0;
2615 if (light->cubemapname[0])
2616 strcpy(rtlight->cubemapname, light->cubemapname);
2617 else if (light->cubemapnum > 0)
2618 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2619 rtlight->shadow = light->shadow;
2620 rtlight->corona = light->corona;
2621 rtlight->style = light->style;
2622 rtlight->isstatic = isstatic;
2623 rtlight->coronasizescale = light->coronasizescale;
2624 rtlight->ambientscale = light->ambientscale;
2625 rtlight->diffusescale = light->diffusescale;
2626 rtlight->specularscale = light->specularscale;
2627 rtlight->flags = light->flags;
2628 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2629 // ConcatScale won't work here because this needs to scale rotate and
2630 // translate, not just rotate
2631 scale = 1.0f / rtlight->radius;
2632 for (k = 0;k < 3;k++)
2633 for (j = 0;j < 4;j++)
2634 rtlight->matrix_worldtolight.m[k][j] *= scale;
2636 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2637 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2638 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2639 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2642 // compiles rtlight geometry
2643 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2644 void R_RTLight_Compile(rtlight_t *rtlight)
2646 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2647 entity_render_t *ent = r_refdef.worldentity;
2648 model_t *model = r_refdef.worldmodel;
2649 unsigned char *data;
2651 // compile the light
2652 rtlight->compiled = true;
2653 rtlight->static_numleafs = 0;
2654 rtlight->static_numleafpvsbytes = 0;
2655 rtlight->static_leaflist = NULL;
2656 rtlight->static_leafpvs = NULL;
2657 rtlight->static_numsurfaces = 0;
2658 rtlight->static_surfacelist = NULL;
2659 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2660 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2661 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2662 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2663 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2664 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2666 if (model && model->GetLightInfo)
2668 // this variable must be set for the CompileShadowVolume code
2669 r_shadow_compilingrtlight = rtlight;
2670 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2671 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);
2672 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2673 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2674 rtlight->static_numleafs = numleafs;
2675 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2676 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2677 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2678 rtlight->static_numsurfaces = numsurfaces;
2679 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2681 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2682 if (numleafpvsbytes)
2683 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2685 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2686 if (model->CompileShadowVolume && rtlight->shadow)
2687 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2688 // now we're done compiling the rtlight
2689 r_shadow_compilingrtlight = NULL;
2693 // use smallest available cullradius - box radius or light radius
2694 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2695 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2699 if (rtlight->static_meshchain_shadow)
2702 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2705 shadowtris += mesh->numtriangles;
2709 Con_DPrintf("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);
2712 void R_RTLight_Uncompile(rtlight_t *rtlight)
2714 if (rtlight->compiled)
2716 if (rtlight->static_meshchain_shadow)
2717 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2718 rtlight->static_meshchain_shadow = NULL;
2719 // these allocations are grouped
2720 if (rtlight->static_leaflist)
2721 Mem_Free(rtlight->static_leaflist);
2722 rtlight->static_numleafs = 0;
2723 rtlight->static_numleafpvsbytes = 0;
2724 rtlight->static_leaflist = NULL;
2725 rtlight->static_leafpvs = NULL;
2726 rtlight->static_numsurfaces = 0;
2727 rtlight->static_surfacelist = NULL;
2728 rtlight->compiled = false;
2732 void R_Shadow_UncompileWorldLights(void)
2735 for (light = r_shadow_worldlightchain;light;light = light->next)
2736 R_RTLight_Uncompile(&light->rtlight);
2739 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2741 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2742 vec_t relativeshadowradius;
2743 if (ent == r_refdef.worldentity)
2745 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2748 R_Mesh_Matrix(&ent->matrix);
2749 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2751 renderstats.lights_shadowtriangles += mesh->numtriangles;
2752 R_Mesh_VertexPointer(mesh->vertex3f);
2753 GL_LockArrays(0, mesh->numverts);
2754 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2756 // decrement stencil if backface is behind depthbuffer
2757 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2758 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2759 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2760 // increment stencil if frontface is behind depthbuffer
2761 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2762 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2764 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2765 GL_LockArrays(0, 0);
2768 else if (numsurfaces)
2770 R_Mesh_Matrix(&ent->matrix);
2771 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2776 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2777 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2778 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2779 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2780 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2781 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2782 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2783 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2784 R_Mesh_Matrix(&ent->matrix);
2785 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2789 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2791 // set up properties for rendering light onto this entity
2792 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2793 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2794 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2795 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2796 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2797 R_Mesh_Matrix(&ent->matrix);
2798 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2800 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2801 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2802 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2804 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2809 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2811 R_Shadow_SetupEntityLight(ent);
2812 if (ent == r_refdef.worldentity)
2813 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2815 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2818 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2822 int numleafs, numsurfaces;
2823 int *leaflist, *surfacelist;
2824 unsigned char *leafpvs;
2825 int numlightentities;
2826 int numshadowentities;
2827 entity_render_t *lightentities[MAX_EDICTS];
2828 entity_render_t *shadowentities[MAX_EDICTS];
2830 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2831 // skip lights that are basically invisible (color 0 0 0)
2832 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2835 // loading is done before visibility checks because loading should happen
2836 // all at once at the start of a level, not when it stalls gameplay.
2837 // (especially important to benchmarks)
2839 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2840 R_RTLight_Compile(rtlight);
2842 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2844 // look up the light style value at this time
2845 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2846 VectorScale(rtlight->color, f, rtlight->currentcolor);
2848 if (rtlight->selected)
2850 f = 2 + sin(realtime * M_PI * 4.0);
2851 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2855 // if lightstyle is currently off, don't draw the light
2856 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2859 // if the light box is offscreen, skip it
2860 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2863 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2865 // compiled light, world available and can receive realtime lighting
2866 // retrieve leaf information
2867 numleafs = rtlight->static_numleafs;
2868 leaflist = rtlight->static_leaflist;
2869 leafpvs = rtlight->static_leafpvs;
2870 numsurfaces = rtlight->static_numsurfaces;
2871 surfacelist = rtlight->static_surfacelist;
2873 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2875 // dynamic light, world available and can receive realtime lighting
2876 // calculate lit surfaces and leafs
2877 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2878 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);
2879 leaflist = r_shadow_buffer_leaflist;
2880 leafpvs = r_shadow_buffer_leafpvs;
2881 surfacelist = r_shadow_buffer_surfacelist;
2882 // if the reduced leaf bounds are offscreen, skip it
2883 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2895 // check if light is illuminating any visible leafs
2898 for (i = 0;i < numleafs;i++)
2899 if (r_worldleafvisible[leaflist[i]])
2904 // set up a scissor rectangle for this light
2905 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2908 // make a list of lit entities and shadow casting entities
2909 numlightentities = 0;
2910 numshadowentities = 0;
2911 // don't count the world unless some surfaces are actually lit
2914 lightentities[numlightentities++] = r_refdef.worldentity;
2915 shadowentities[numshadowentities++] = r_refdef.worldentity;
2917 // add dynamic entities that are lit by the light
2918 if (r_drawentities.integer)
2920 for (i = 0;i < r_refdef.numentities;i++)
2922 entity_render_t *ent = r_refdef.entities[i];
2923 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2925 && !(ent->flags & RENDER_TRANSPARENT)
2926 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2928 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2929 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2930 shadowentities[numshadowentities++] = ent;
2931 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2932 lightentities[numlightentities++] = ent;
2937 // return if there's nothing at all to light
2938 if (!numlightentities)
2941 // make this the active rtlight for rendering purposes
2942 R_Shadow_RenderMode_ActiveLight(rtlight);
2943 // count this light in the r_speeds
2944 renderstats.lights++;
2946 // draw stencil shadow volumes to mask off pixels that are in shadow
2947 // so that they won't receive lighting
2949 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2952 R_Shadow_RenderMode_StencilShadowVolumes();
2953 for (i = 0;i < numshadowentities;i++)
2954 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2957 // draw lighting in the unmasked areas
2958 if (numlightentities && !visible)
2960 R_Shadow_RenderMode_Lighting(usestencil, false);
2961 for (i = 0;i < numlightentities;i++)
2962 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2965 // optionally draw visible shape of the shadow volumes
2966 // for performance analysis by level designers
2967 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2969 R_Shadow_RenderMode_VisibleShadowVolumes();
2970 for (i = 0;i < numshadowentities;i++)
2971 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2974 // optionally draw the illuminated areas
2975 // for performance analysis by level designers
2976 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2978 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
2979 for (i = 0;i < numlightentities;i++)
2980 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2984 void R_ShadowVolumeLighting(qboolean visible)
2989 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2990 R_Shadow_EditLights_Reload_f();
2992 R_Shadow_RenderMode_Begin();
2994 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2995 if (r_shadow_debuglight.integer >= 0)
2997 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2998 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2999 R_DrawRTLight(&light->rtlight, visible);
3002 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3003 if (light->flags & flag)
3004 R_DrawRTLight(&light->rtlight, visible);
3006 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3007 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3009 R_Shadow_RenderMode_End();
3012 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3013 typedef struct suffixinfo_s
3016 qboolean flipx, flipy, flipdiagonal;
3019 static suffixinfo_t suffix[3][6] =
3022 {"px", false, false, false},
3023 {"nx", false, false, false},
3024 {"py", false, false, false},
3025 {"ny", false, false, false},
3026 {"pz", false, false, false},
3027 {"nz", false, false, false}
3030 {"posx", false, false, false},
3031 {"negx", false, false, false},
3032 {"posy", false, false, false},
3033 {"negy", false, false, false},
3034 {"posz", false, false, false},
3035 {"negz", false, false, false}
3038 {"rt", true, false, true},
3039 {"lf", false, true, true},
3040 {"ft", true, true, false},
3041 {"bk", false, false, false},
3042 {"up", true, false, true},
3043 {"dn", true, false, true}
3047 static int componentorder[4] = {0, 1, 2, 3};
3049 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3051 int i, j, cubemapsize;
3052 unsigned char *cubemappixels, *image_rgba;
3053 rtexture_t *cubemaptexture;
3055 // must start 0 so the first loadimagepixels has no requested width/height
3057 cubemappixels = NULL;
3058 cubemaptexture = NULL;
3059 // keep trying different suffix groups (posx, px, rt) until one loads
3060 for (j = 0;j < 3 && !cubemappixels;j++)
3062 // load the 6 images in the suffix group
3063 for (i = 0;i < 6;i++)
3065 // generate an image name based on the base and and suffix
3066 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3068 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3070 // an image loaded, make sure width and height are equal
3071 if (image_width == image_height)
3073 // if this is the first image to load successfully, allocate the cubemap memory
3074 if (!cubemappixels && image_width >= 1)
3076 cubemapsize = image_width;
3077 // note this clears to black, so unavailable sides are black
3078 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3080 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3082 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);
3085 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3087 Mem_Free(image_rgba);
3091 // if a cubemap loaded, upload it
3094 if (!r_shadow_filters_texturepool)
3095 r_shadow_filters_texturepool = R_AllocTexturePool();
3096 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3097 Mem_Free(cubemappixels);
3101 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3102 for (j = 0;j < 3;j++)
3103 for (i = 0;i < 6;i++)
3104 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3105 Con_Print(" and was unable to find any of them.\n");
3107 return cubemaptexture;
3110 rtexture_t *R_Shadow_Cubemap(const char *basename)
3113 for (i = 0;i < numcubemaps;i++)
3114 if (!strcasecmp(cubemaps[i].basename, basename))
3115 return cubemaps[i].texture;
3116 if (i >= MAX_CUBEMAPS)
3117 return r_texture_whitecube;
3119 strcpy(cubemaps[i].basename, basename);
3120 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3121 if (!cubemaps[i].texture)
3122 cubemaps[i].texture = r_texture_whitecube;
3123 return cubemaps[i].texture;
3126 void R_Shadow_FreeCubemaps(void)
3129 R_FreeTexturePool(&r_shadow_filters_texturepool);
3132 dlight_t *R_Shadow_NewWorldLight(void)
3135 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3136 light->next = r_shadow_worldlightchain;
3137 r_shadow_worldlightchain = light;
3141 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)
3143 VectorCopy(origin, light->origin);
3144 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3145 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3146 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3147 light->color[0] = max(color[0], 0);
3148 light->color[1] = max(color[1], 0);
3149 light->color[2] = max(color[2], 0);
3150 light->radius = max(radius, 0);
3151 light->style = style;
3152 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3154 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3157 light->shadow = shadowenable;
3158 light->corona = corona;
3161 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3162 light->coronasizescale = coronasizescale;
3163 light->ambientscale = ambientscale;
3164 light->diffusescale = diffusescale;
3165 light->specularscale = specularscale;
3166 light->flags = flags;
3167 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3169 R_RTLight_Update(light, true);
3172 void R_Shadow_FreeWorldLight(dlight_t *light)
3174 dlight_t **lightpointer;
3175 R_RTLight_Uncompile(&light->rtlight);
3176 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3177 if (*lightpointer != light)
3178 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3179 *lightpointer = light->next;
3183 void R_Shadow_ClearWorldLights(void)
3185 while (r_shadow_worldlightchain)
3186 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3187 r_shadow_selectedlight = NULL;
3188 R_Shadow_FreeCubemaps();
3191 void R_Shadow_SelectLight(dlight_t *light)
3193 if (r_shadow_selectedlight)
3194 r_shadow_selectedlight->selected = false;
3195 r_shadow_selectedlight = light;
3196 if (r_shadow_selectedlight)
3197 r_shadow_selectedlight->selected = true;
3200 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3202 float scale = r_editlights_cursorgrid.value * 0.5f;
3203 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3206 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3209 const dlight_t *light = (dlight_t *)ent;
3211 if (light->selected)
3212 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3215 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3218 void R_Shadow_DrawLightSprites(void)
3224 for (i = 0;i < 5;i++)
3226 lighttextures[i] = NULL;
3227 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3228 lighttextures[i] = pic->tex;
3231 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3232 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3233 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3236 void R_Shadow_SelectLightInView(void)
3238 float bestrating, rating, temp[3];
3239 dlight_t *best, *light;
3242 for (light = r_shadow_worldlightchain;light;light = light->next)
3244 VectorSubtract(light->origin, r_vieworigin, temp);
3245 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3248 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3249 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3251 bestrating = rating;
3256 R_Shadow_SelectLight(best);
3259 void R_Shadow_LoadWorldLights(void)
3261 int n, a, style, shadow, flags;
3262 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3263 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3264 if (r_refdef.worldmodel == NULL)
3266 Con_Print("No map loaded.\n");
3269 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3270 strlcat (name, ".rtlights", sizeof (name));
3271 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3281 for (;COM_Parse(t, true) && strcmp(
3282 if (COM_Parse(t, true))
3284 if (com_token[0] == '!')
3287 origin[0] = atof(com_token+1);
3290 origin[0] = atof(com_token);
3295 while (*s && *s != '\n' && *s != '\r')
3301 // check for modifier flags
3308 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);
3311 flags = LIGHTFLAG_REALTIMEMODE;
3319 coronasizescale = 0.25f;
3321 VectorClear(angles);
3324 if (a < 9 || !strcmp(cubemapname, "\"\""))
3326 // remove quotes on cubemapname
3327 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3329 cubemapname[strlen(cubemapname)-1] = 0;
3330 strcpy(cubemapname, cubemapname + 1);
3334 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);
3337 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3345 Con_Printf("invalid rtlights file \"%s\"\n", name);
3346 Mem_Free(lightsstring);
3350 void R_Shadow_SaveWorldLights(void)
3353 size_t bufchars, bufmaxchars;
3355 char name[MAX_QPATH];
3356 char line[MAX_INPUTLINE];
3357 if (!r_shadow_worldlightchain)
3359 if (r_refdef.worldmodel == NULL)
3361 Con_Print("No map loaded.\n");
3364 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3365 strlcat (name, ".rtlights", sizeof (name));
3366 bufchars = bufmaxchars = 0;
3368 for (light = r_shadow_worldlightchain;light;light = light->next)
3370 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3371 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);
3372 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3373 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]);
3375 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);
3376 if (bufchars + strlen(line) > bufmaxchars)
3378 bufmaxchars = bufchars + strlen(line) + 2048;
3380 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3384 memcpy(buf, oldbuf, bufchars);
3390 memcpy(buf + bufchars, line, strlen(line));
3391 bufchars += strlen(line);
3395 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3400 void R_Shadow_LoadLightsFile(void)
3403 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3404 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3405 if (r_refdef.worldmodel == NULL)
3407 Con_Print("No map loaded.\n");
3410 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3411 strlcat (name, ".lights", sizeof (name));
3412 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3420 while (*s && *s != '\n' && *s != '\r')
3426 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);
3430 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);
3433 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3434 radius = bound(15, radius, 4096);
3435 VectorScale(color, (2.0f / (8388608.0f)), color);
3436 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3444 Con_Printf("invalid lights file \"%s\"\n", name);
3445 Mem_Free(lightsstring);
3449 // tyrlite/hmap2 light types in the delay field
3450 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3452 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3454 int entnum, style, islight, skin, pflags, effects, type, n;
3457 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3458 char key[256], value[MAX_INPUTLINE];
3460 if (r_refdef.worldmodel == NULL)
3462 Con_Print("No map loaded.\n");
3465 // try to load a .ent file first
3466 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3467 strlcat (key, ".ent", sizeof (key));
3468 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3469 // and if that is not found, fall back to the bsp file entity string
3471 data = r_refdef.worldmodel->brush.entities;
3474 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3476 type = LIGHTTYPE_MINUSX;
3477 origin[0] = origin[1] = origin[2] = 0;
3478 originhack[0] = originhack[1] = originhack[2] = 0;
3479 angles[0] = angles[1] = angles[2] = 0;
3480 color[0] = color[1] = color[2] = 1;
3481 light[0] = light[1] = light[2] = 1;light[3] = 300;
3482 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3492 if (!COM_ParseToken(&data, false))
3494 if (com_token[0] == '}')
3495 break; // end of entity
3496 if (com_token[0] == '_')
3497 strcpy(key, com_token + 1);
3499 strcpy(key, com_token);
3500 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3501 key[strlen(key)-1] = 0;
3502 if (!COM_ParseToken(&data, false))
3504 strcpy(value, com_token);
3506 // now that we have the key pair worked out...
3507 if (!strcmp("light", key))
3509 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3513 light[0] = vec[0] * (1.0f / 256.0f);
3514 light[1] = vec[0] * (1.0f / 256.0f);
3515 light[2] = vec[0] * (1.0f / 256.0f);
3521 light[0] = vec[0] * (1.0f / 255.0f);
3522 light[1] = vec[1] * (1.0f / 255.0f);
3523 light[2] = vec[2] * (1.0f / 255.0f);
3527 else if (!strcmp("delay", key))
3529 else if (!strcmp("origin", key))
3530 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3531 else if (!strcmp("angle", key))
3532 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3533 else if (!strcmp("angles", key))
3534 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3535 else if (!strcmp("color", key))
3536 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3537 else if (!strcmp("wait", key))
3538 fadescale = atof(value);
3539 else if (!strcmp("classname", key))
3541 if (!strncmp(value, "light", 5))
3544 if (!strcmp(value, "light_fluoro"))
3549 overridecolor[0] = 1;
3550 overridecolor[1] = 1;
3551 overridecolor[2] = 1;
3553 if (!strcmp(value, "light_fluorospark"))
3558 overridecolor[0] = 1;
3559 overridecolor[1] = 1;
3560 overridecolor[2] = 1;
3562 if (!strcmp(value, "light_globe"))
3567 overridecolor[0] = 1;
3568 overridecolor[1] = 0.8;
3569 overridecolor[2] = 0.4;
3571 if (!strcmp(value, "light_flame_large_yellow"))
3576 overridecolor[0] = 1;
3577 overridecolor[1] = 0.5;
3578 overridecolor[2] = 0.1;
3580 if (!strcmp(value, "light_flame_small_yellow"))
3585 overridecolor[0] = 1;
3586 overridecolor[1] = 0.5;
3587 overridecolor[2] = 0.1;
3589 if (!strcmp(value, "light_torch_small_white"))
3594 overridecolor[0] = 1;
3595 overridecolor[1] = 0.5;
3596 overridecolor[2] = 0.1;
3598 if (!strcmp(value, "light_torch_small_walltorch"))
3603 overridecolor[0] = 1;
3604 overridecolor[1] = 0.5;
3605 overridecolor[2] = 0.1;
3609 else if (!strcmp("style", key))
3610 style = atoi(value);
3611 else if (!strcmp("skin", key))
3612 skin = (int)atof(value);
3613 else if (!strcmp("pflags", key))
3614 pflags = (int)atof(value);
3615 else if (!strcmp("effects", key))
3616 effects = (int)atof(value);
3617 else if (r_refdef.worldmodel->type == mod_brushq3)
3619 if (!strcmp("scale", key))
3620 lightscale = atof(value);
3621 if (!strcmp("fade", key))
3622 fadescale = atof(value);
3627 if (lightscale <= 0)
3631 if (color[0] == color[1] && color[0] == color[2])
3633 color[0] *= overridecolor[0];
3634 color[1] *= overridecolor[1];
3635 color[2] *= overridecolor[2];
3637 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3638 color[0] = color[0] * light[0];
3639 color[1] = color[1] * light[1];
3640 color[2] = color[2] * light[2];
3643 case LIGHTTYPE_MINUSX:
3645 case LIGHTTYPE_RECIPX:
3647 VectorScale(color, (1.0f / 16.0f), color);
3649 case LIGHTTYPE_RECIPXX:
3651 VectorScale(color, (1.0f / 16.0f), color);
3654 case LIGHTTYPE_NONE:
3658 case LIGHTTYPE_MINUSXX:
3661 VectorAdd(origin, originhack, origin);
3663 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);
3666 Mem_Free(entfiledata);
3670 void R_Shadow_SetCursorLocationForView(void)
3673 vec3_t dest, endpos;
3675 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3676 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3677 if (trace.fraction < 1)
3679 dist = trace.fraction * r_editlights_cursordistance.value;
3680 push = r_editlights_cursorpushback.value;
3684 VectorMA(trace.endpos, push, r_viewforward, endpos);
3685 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3689 VectorClear( endpos );
3691 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3692 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3693 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3696 void R_Shadow_UpdateWorldLightSelection(void)
3698 if (r_editlights.integer)
3700 R_Shadow_SetCursorLocationForView();
3701 R_Shadow_SelectLightInView();
3702 R_Shadow_DrawLightSprites();
3705 R_Shadow_SelectLight(NULL);
3708 void R_Shadow_EditLights_Clear_f(void)
3710 R_Shadow_ClearWorldLights();
3713 void R_Shadow_EditLights_Reload_f(void)
3715 if (!r_refdef.worldmodel)
3717 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3718 R_Shadow_ClearWorldLights();
3719 R_Shadow_LoadWorldLights();
3720 if (r_shadow_worldlightchain == NULL)
3722 R_Shadow_LoadLightsFile();
3723 if (r_shadow_worldlightchain == NULL)
3724 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3728 void R_Shadow_EditLights_Save_f(void)
3730 if (!r_refdef.worldmodel)
3732 R_Shadow_SaveWorldLights();
3735 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3737 R_Shadow_ClearWorldLights();
3738 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3741 void R_Shadow_EditLights_ImportLightsFile_f(void)
3743 R_Shadow_ClearWorldLights();
3744 R_Shadow_LoadLightsFile();
3747 void R_Shadow_EditLights_Spawn_f(void)
3750 if (!r_editlights.integer)
3752 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3755 if (Cmd_Argc() != 1)
3757 Con_Print("r_editlights_spawn does not take parameters\n");
3760 color[0] = color[1] = color[2] = 1;
3761 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3764 void R_Shadow_EditLights_Edit_f(void)
3766 vec3_t origin, angles, color;
3767 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3768 int style, shadows, flags, normalmode, realtimemode;
3769 char cubemapname[MAX_INPUTLINE];
3770 if (!r_editlights.integer)
3772 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3775 if (!r_shadow_selectedlight)
3777 Con_Print("No selected light.\n");
3780 VectorCopy(r_shadow_selectedlight->origin, origin);
3781 VectorCopy(r_shadow_selectedlight->angles, angles);
3782 VectorCopy(r_shadow_selectedlight->color, color);
3783 radius = r_shadow_selectedlight->radius;
3784 style = r_shadow_selectedlight->style;
3785 if (r_shadow_selectedlight->cubemapname)
3786 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3789 shadows = r_shadow_selectedlight->shadow;
3790 corona = r_shadow_selectedlight->corona;
3791 coronasizescale = r_shadow_selectedlight->coronasizescale;
3792 ambientscale = r_shadow_selectedlight->ambientscale;
3793 diffusescale = r_shadow_selectedlight->diffusescale;
3794 specularscale = r_shadow_selectedlight->specularscale;
3795 flags = r_shadow_selectedlight->flags;
3796 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3797 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3798 if (!strcmp(Cmd_Argv(1), "origin"))
3800 if (Cmd_Argc() != 5)
3802 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3805 origin[0] = atof(Cmd_Argv(2));
3806 origin[1] = atof(Cmd_Argv(3));
3807 origin[2] = atof(Cmd_Argv(4));
3809 else if (!strcmp(Cmd_Argv(1), "originx"))
3811 if (Cmd_Argc() != 3)
3813 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3816 origin[0] = atof(Cmd_Argv(2));
3818 else if (!strcmp(Cmd_Argv(1), "originy"))
3820 if (Cmd_Argc() != 3)
3822 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3825 origin[1] = atof(Cmd_Argv(2));
3827 else if (!strcmp(Cmd_Argv(1), "originz"))
3829 if (Cmd_Argc() != 3)
3831 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3834 origin[2] = atof(Cmd_Argv(2));
3836 else if (!strcmp(Cmd_Argv(1), "move"))
3838 if (Cmd_Argc() != 5)
3840 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3843 origin[0] += atof(Cmd_Argv(2));
3844 origin[1] += atof(Cmd_Argv(3));
3845 origin[2] += atof(Cmd_Argv(4));
3847 else if (!strcmp(Cmd_Argv(1), "movex"))
3849 if (Cmd_Argc() != 3)
3851 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3854 origin[0] += atof(Cmd_Argv(2));
3856 else if (!strcmp(Cmd_Argv(1), "movey"))
3858 if (Cmd_Argc() != 3)
3860 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3863 origin[1] += atof(Cmd_Argv(2));
3865 else if (!strcmp(Cmd_Argv(1), "movez"))
3867 if (Cmd_Argc() != 3)
3869 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3872 origin[2] += atof(Cmd_Argv(2));
3874 else if (!strcmp(Cmd_Argv(1), "angles"))
3876 if (Cmd_Argc() != 5)
3878 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3881 angles[0] = atof(Cmd_Argv(2));
3882 angles[1] = atof(Cmd_Argv(3));
3883 angles[2] = atof(Cmd_Argv(4));
3885 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3887 if (Cmd_Argc() != 3)
3889 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3892 angles[0] = atof(Cmd_Argv(2));
3894 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3896 if (Cmd_Argc() != 3)
3898 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3901 angles[1] = atof(Cmd_Argv(2));
3903 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3905 if (Cmd_Argc() != 3)
3907 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3910 angles[2] = atof(Cmd_Argv(2));
3912 else if (!strcmp(Cmd_Argv(1), "color"))
3914 if (Cmd_Argc() != 5)
3916 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3919 color[0] = atof(Cmd_Argv(2));
3920 color[1] = atof(Cmd_Argv(3));
3921 color[2] = atof(Cmd_Argv(4));
3923 else if (!strcmp(Cmd_Argv(1), "radius"))
3925 if (Cmd_Argc() != 3)
3927 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3930 radius = atof(Cmd_Argv(2));
3932 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3934 if (Cmd_Argc() == 3)
3936 double scale = atof(Cmd_Argv(2));
3943 if (Cmd_Argc() != 5)
3945 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3948 color[0] *= atof(Cmd_Argv(2));
3949 color[1] *= atof(Cmd_Argv(3));
3950 color[2] *= atof(Cmd_Argv(4));
3953 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3955 if (Cmd_Argc() != 3)
3957 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3960 radius *= atof(Cmd_Argv(2));
3962 else if (!strcmp(Cmd_Argv(1), "style"))
3964 if (Cmd_Argc() != 3)
3966 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3969 style = atoi(Cmd_Argv(2));
3971 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3975 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3978 if (Cmd_Argc() == 3)
3979 strcpy(cubemapname, Cmd_Argv(2));
3983 else if (!strcmp(Cmd_Argv(1), "shadows"))
3985 if (Cmd_Argc() != 3)
3987 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3990 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3992 else if (!strcmp(Cmd_Argv(1), "corona"))
3994 if (Cmd_Argc() != 3)
3996 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3999 corona = atof(Cmd_Argv(2));
4001 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4003 if (Cmd_Argc() != 3)
4005 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4008 coronasizescale = atof(Cmd_Argv(2));
4010 else if (!strcmp(Cmd_Argv(1), "ambient"))
4012 if (Cmd_Argc() != 3)
4014 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4017 ambientscale = atof(Cmd_Argv(2));
4019 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4021 if (Cmd_Argc() != 3)
4023 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4026 diffusescale = atof(Cmd_Argv(2));
4028 else if (!strcmp(Cmd_Argv(1), "specular"))
4030 if (Cmd_Argc() != 3)
4032 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4035 specularscale = atof(Cmd_Argv(2));
4037 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4039 if (Cmd_Argc() != 3)
4041 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4044 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4046 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4048 if (Cmd_Argc() != 3)
4050 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4053 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4057 Con_Print("usage: r_editlights_edit [property] [value]\n");
4058 Con_Print("Selected light's properties:\n");
4059 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4060 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4061 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4062 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4063 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4064 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4065 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4066 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4067 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4068 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4069 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4070 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4071 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4072 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4075 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4076 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4079 void R_Shadow_EditLights_EditAll_f(void)
4083 if (!r_editlights.integer)
4085 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4089 for (light = r_shadow_worldlightchain;light;light = light->next)
4091 R_Shadow_SelectLight(light);
4092 R_Shadow_EditLights_Edit_f();
4096 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4098 int lightnumber, lightcount;
4102 if (!r_editlights.integer)
4108 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4109 if (light == r_shadow_selectedlight)
4110 lightnumber = lightcount;
4111 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;
4112 if (r_shadow_selectedlight == NULL)
4114 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4115 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;
4116 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;
4117 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;
4118 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4119 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4120 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4121 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;
4122 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4123 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4124 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4125 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4126 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4127 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;
4128 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;
4131 void R_Shadow_EditLights_ToggleShadow_f(void)
4133 if (!r_editlights.integer)
4135 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4138 if (!r_shadow_selectedlight)
4140 Con_Print("No selected light.\n");
4143 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);
4146 void R_Shadow_EditLights_ToggleCorona_f(void)
4148 if (!r_editlights.integer)
4150 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4153 if (!r_shadow_selectedlight)
4155 Con_Print("No selected light.\n");
4158 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);
4161 void R_Shadow_EditLights_Remove_f(void)
4163 if (!r_editlights.integer)
4165 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4168 if (!r_shadow_selectedlight)
4170 Con_Print("No selected light.\n");
4173 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4174 r_shadow_selectedlight = NULL;
4177 void R_Shadow_EditLights_Help_f(void)
4180 "Documentation on r_editlights system:\n"
4182 "r_editlights : enable/disable editing mode\n"
4183 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4184 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4185 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4186 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4187 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4189 "r_editlights_help : this help\n"
4190 "r_editlights_clear : remove all lights\n"
4191 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4192 "r_editlights_save : save to .rtlights file\n"
4193 "r_editlights_spawn : create a light with default settings\n"
4194 "r_editlights_edit command : edit selected light - more documentation below\n"
4195 "r_editlights_remove : remove selected light\n"
4196 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4197 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4198 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4200 "origin x y z : set light location\n"
4201 "originx x: set x component of light location\n"
4202 "originy y: set y component of light location\n"
4203 "originz z: set z component of light location\n"
4204 "move x y z : adjust light location\n"
4205 "movex x: adjust x component of light location\n"
4206 "movey y: adjust y component of light location\n"
4207 "movez z: adjust z component of light location\n"
4208 "angles x y z : set light angles\n"
4209 "anglesx x: set x component of light angles\n"
4210 "anglesy y: set y component of light angles\n"
4211 "anglesz z: set z component of light angles\n"
4212 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4213 "radius radius : set radius (size) of light\n"
4214 "colorscale grey : multiply color of light (1 does nothing)\n"
4215 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4216 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4217 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4218 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4219 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4220 "shadows 1/0 : turn on/off shadows\n"
4221 "corona n : set corona intensity\n"
4222 "coronasize n : set corona size (0-1)\n"
4223 "ambient n : set ambient intensity (0-1)\n"
4224 "diffuse n : set diffuse intensity (0-1)\n"
4225 "specular n : set specular intensity (0-1)\n"
4226 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4227 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4228 "<nothing> : print light properties to console\n"
4232 void R_Shadow_EditLights_CopyInfo_f(void)
4234 if (!r_editlights.integer)
4236 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4239 if (!r_shadow_selectedlight)
4241 Con_Print("No selected light.\n");
4244 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4245 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4246 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4247 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4248 if (r_shadow_selectedlight->cubemapname)
4249 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4251 r_shadow_bufferlight.cubemapname[0] = 0;
4252 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4253 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4254 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4255 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4256 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4257 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4258 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4261 void R_Shadow_EditLights_PasteInfo_f(void)
4263 if (!r_editlights.integer)
4265 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4268 if (!r_shadow_selectedlight)
4270 Con_Print("No selected light.\n");
4273 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);
4276 void R_Shadow_EditLights_Init(void)
4278 Cvar_RegisterVariable(&r_editlights);
4279 Cvar_RegisterVariable(&r_editlights_cursordistance);
4280 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4281 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4282 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4283 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4284 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4285 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4286 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)");
4287 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4288 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4289 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4290 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)");
4291 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4292 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4293 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4294 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4295 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4296 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4297 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)");